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  1. #1
    Player
    Join Date
    Jun 2011
    Posts
    17

    Current progress on Summoner development

    Good evening,
    I would like to have a current report on a few things about the Summoner development.
    It would be really nice to hear something official because we have not gotten any new information since the Job Manifesto half a year ago.

    What it should contain:
    1. How far are the new features of the Manifesto developed and when can we expect them to be released?
    2. Besides new futures what are the developers plan on fixing current flaws of the Job and what do they think are the main problems with the job?*
    3. What are the system limits for suggestions?*

    2* Instead of the pure wishing concert we have going on here it might be more practical to have an early insight on more or less specific/vague plans/ideas by the developers. Which problems they think must be addressed and what is working well allready in their eyes? Example themes would be Blood pact damage, damage over time, variety (Single target/Area of Effect), Support, Maintaining Avatars.
    My hope is that this helps in speeding up the thought process during the development phase and we can avoid wasted efforts and frustration on unpractical content.

    3* This meaning things like for example how many new abilities can be added to this job, Can teh Blood Pacts be devided further, would it be possible to give the Avatar buffs without the use of Abilities and directly by spells or is it going to be too complicated to implement due to earlier coding? Can Avatars gain Auto-Abilities (-en, spikes or Status boosts) depending on day/weather of same element?
    How many capacities we have for new pets like T2-Spirits? Would T2 Spirits be a workaround for the old AI of the normal elemental Spirits?

    The hope for this point is to help the users on which of their ideas/wishes they state here might have a chance on being on the game later.

    Thanks in advanced for relaying the message and I hope to see a respond
    Leneth
    (3)
    Last edited by Hoodspirit; 01-20-2012 at 10:27 AM.

  2. #2
    Player
    Join Date
    Sep 2011
    Posts
    259
    Here are my thoughts for SMN:

    I think our damage should be increased by a respectable amount(outside abyssea especially). We are, or at least were, supposed to be comparable to a blm in the old days. That time has long been since over.

    All of our BPs should be on separate timers. Their Issue was having 12 JA timers maximum only counting the Main Job's timers. We have 8-9 BPs for each of our pets(and I'm fairly certain that the pet commands to not count towards the cap otherwise DRG would be at 13-14) and we have 2 JAs personally as smn(not including the 2hour) so I don't see a problem. The spamming of our BPs wouldn't be that over-powered(especially compared to a BLU spamming spells or a BLM) and we really only have 2 good and 1 decent offensive BP for each pet. Plus we'd only be able to use our abilities for as long as we have MP(much like a blm or blu and it's spells).
    -However, if there still is a problem with the Job Ability Timer limit, make it like strategems. We have 5~7(though I think 5 is enough) Points that we can use either in rapid succession that recharge at the normal rate of our BP timers(and are still subject to bp delay - gear to help recharge them faster) or reserve them for when we really need them.

    More Job Traits for our pets please. Our pets are, and have been, higher level than the Primes. We should have all their JTs for our pets, honestly. Natural Double Attack/Triple Attack, natural elemental en-spell of their element(diabolos can be endark, fenrir could be enspell, carby could have an epic endia3?), And more traits that make each pet more unique, like Shiva have more MAB than the others(I would relinquish more MAB to Ramuh as well, seeing as he is a MAGE, but Shiva definitely needs it) and magic Crit rate(and maybe higher change for Blood Boon), Garuda Evasion Bonuses and maybe Triple Attack, Ifrit Attack Bonus and a LOT of Double Attack, Leviathan Magic Evasion and Triple attack(also make all his Physical damage be Piercing), Ramuh Crit Rate+ and Crit Attack Bonus(and maybe some MAB as well), Titan should have every defense trait(not including evasions) possible; for the sidle ones, have his arms behave like shields or something too that effect, they're huge enough! Carbuncle should have super Auto-Regen(like 15 I think) and natural Cure Potency +, Diabolos definitely needs Magic Accuracy and anything else to help land his enfeebles(I'm looking at you Pavor....), and I'm unsure as to what unique traits Fenrir should have, but he definitely needs to be a monster of a pet(look at how much you have to do to attain him! and his Lore!)
    -Auto-Spikes: Some could be unique that instead of doing damage they inflict an enfeeblement like: Diabolos would be Absorb Spikes which would be "Hit me and get a stat drained!", Fenrir could get Dispel Spikes, Leviathan could get Slow Spikes, Titan could get Break Spikes(though very silly due to Break's nature), Garuda could get a spike effect that slightly pushes back whatever hits her(enough to disrupt a spell if they cast right after an attack but not enough to get them out of reach, unless they already were at max range), Carby could get Flash Spikes(can't really think of anything better). Of course all these special spikes would be subject to resists and they could, if needed, also be a %proc(20~50%?) if needed too.

    About new pets:
    Yes, new pets add new excitement for SMN... For a short time until we realize that the Nymph is still the best. We need Fixing of our old pets firstly before any new pets are added(and let's face it, Cait Sith is going to be as useful as a carbuncle that can't cure; and Atomos won't be much more desirable).
    (2)

  3. #3
    Player Malamasala's Avatar
    Join Date
    Mar 2011
    Posts
    1,261
    I think SE really need to rethink SMN. I was taking a quick glance at the AH recently just to see what we have. And I noticed as a SMN you are restricted to a pair of level 36 +1 STR shoes if you want any shoe that enhances STR or attack.

    While I accept SMN isn't on par with WAR for melee, it could at least have some mediocre options if you want to try something different. But completely locking the job out seems so narrow minded and stupid.

    I'd gladly share some PUP/DRG/BST/SMN armors, than the ever frequent and useless WHM/BRD/RDM/BLM/SCH/SMN armors. I'm a pet job, not a healer or nuker. A decade is long enough for even SE to figure this out without people making a pact to quit a month to force the change.
    (1)

    Quote Originally Posted by Camate View Post
    We are currently looking into enhancing elemental spirits.
    Miracles do happen!

  4. #4
    Player
    Join Date
    Jun 2011
    Posts
    17
    Bump~
    This thread got its value shown by the last SMN "Update" and the ranting which followed. That could be avoided if the requested information would have passed on to us in advanced.
    Information leaked to the customer is nothing negative. I hope the Developement team reconsiders not answering to this thread and if they refuse that the ComRep states this here as well. It is not logical to ignore something constructive but answering one week later to a rage thread concerning the same theme.
    mfg Leneth
    (0)

  5. #5
    Player Imakun's Avatar
    Join Date
    Mar 2011
    Location
    Italy
    Posts
    79
    Character
    Eerica
    World
    Asura
    Main Class
    WHM Lv 99
    They wanted us to use our Avatars depending on the situation, yet all of the Avatars are Black Mages.

    Differentiate. Our. Pets.

    Shiva and Ramuh > Higher Magic attack and Magic Accuracy. Lower defense and attack. Make them better at attacking with magic.
    Garuda > Higher attack speed, higher critical attack chance, higher evasion. Lower defense and overall attack. Obviously a Thief.
    Ifrit > Higher attack, Double attack. Slower attack speed. Avarage defense. The best at attacking physically.
    Titan > Higher defense and magic defense. Low attack and attack speed. Best at straight defense.
    Leviathan > Higher Magic accuracy, Avarage Attack, Magic attack and Magic Defense. Make it somewhat of a Red Mage, capable of supporting the party with cures, enfeebling the enemy and attacking it.
    Carbuncle > Higher Magic defense. Lower defense and attack. Enhance its cure/support abilities to make it a good White Mage pet.
    Fenrir > Higher Magic Accuracy, Magic evasion. Ehnance its enfeebling effects that come with BP and/or add more.
    Diabolos > Higher Magic Defense, Higher Magic accuracy. Make it the king of magic protection and darkness based attacks/sleeps.

    There, fixed it. That way we can use different pets based on the situation, we can still manage to fill different roles AND do it using Avatars instead of our subjob.
    (2)

  6. #6
    Player
    Join Date
    Aug 2011
    Location
    Windurst
    Posts
    94
    Cool, ideas. But at this point in the game, I think they are taking all of the good ideas in FF11 and adding them to FF14 and leaving the bad out.
    (0)
    Live, Laugh, LOVE.

  7. #7
    Player
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    Mar 2011
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    1,067
    No place for SMN in 14 though, right?
    (0)

  8. #8
    Player
    Join Date
    Aug 2011
    Location
    Windurst
    Posts
    94
    Quote Originally Posted by Dallas View Post
    No place for SMN in 14 though, right?
    They already mentioned that they are looking or will be implementing pet jobs and summonings.
    (0)
    Live, Laugh, LOVE.

  9. #9
    Player
    Join Date
    Mar 2011
    Posts
    1,067
    That's new then. Last I cared, they were adamantly opposed.
    (0)

  10. #10
    Player
    Join Date
    Aug 2011
    Location
    Windurst
    Posts
    94
    Quote Originally Posted by Dallas View Post
    That's new then. Last I cared, they were adamantly opposed.
    Check out:
    http://lodestone.finalfantasyxiv.com...ser/index.html

    It's in one of the road maps at the bottom of the page.
    (0)
    Live, Laugh, LOVE.

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