Here are a few things that could be implemented that wouldn't make smn over powered

BP- Timer reduction. I belive the hard cap should be set to 30-45 seconds putting our ability to DD and buff above average but not outshine the main buffers/DD's

If not lower the BP time then introduce more gear that gives - delay time. Gear giving BP Delay - would be amazing since you would still have to work for it. And would help with what i said above.

Make our wards stronger and duriations longer. Many of our wards have gotten obsolete. I think maybe by making our wards behave such as avatars favor as far as avatar favor is calculated by summoning skill. For instance blinkga no one really needs it, if you want shadows just /nin maybe have this job ability stack with utsu? There are many other abilities but i am not going to go over them. Alot of the buffs still reflect the lvls they were earned and need a solid update.

I dont know if this method would work but I think it would be awesome
1.Path: Rage= Blood Pact delay - all summons gain a damage bonus to blood pact: rage also gains bonus in ACC,ATT,MAB, and MACC to avatar while Path:Rage is in effect blood pact: ward is weakened and Blood Pact: ward delay is +
2.Path: Ward= All buffs from blood pact: wards are enchanced, duriation, potency and area of effect are enchanced. More could be added to this i am just not sure what i will leave the ??? to you guys. And same thing Rage is weakened and delay is +.


Adding additonal pets such as healing pets. I would love to see a new healing pet so that way we could have a substitute in a bad situation. Say the whm dies well then the smns can rip out a healing pet. But make this pet diffrent from the other with lessened BP times and just a whole new set of rules to keep a party/ alliance alive.

I would love to see more suggestions from other users. SE watchs these forums so if we can throw out ideas they may incorporate them