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  1. #11
    Player Soundwave's Avatar
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    Mar 2011
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    402
    Whoa there buddy! Fixes before new stuffs! lol
    (0)

  2. #12
    Player Feliciaa's Avatar
    Join Date
    Mar 2011
    Posts
    118
    Character
    Feliciaa
    World
    Phoenix
    Main Class
    RNG Lv 90
    Wouldn't a charge system be something new? Just saying.. >.>
    (0)

  3. #13
    Player Karbuncle's Avatar
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    Mar 2011
    Posts
    4,314
    I don't see a Charge System working.

    It would be a nice wet-dream, But its either going to be unrealistically over-powered (I.E Fire of 3 Heavenly Strikes back to back), or too complicated to be useful.

    The current System is rather nice, We can BP every ~35/45 Seconds. Ward and Rage Separately. I want to suggest an Improvement, But I like our current system. ...


    Wait, I got an Improvement. Reduce BP Delay to 30Sec with gear instead of 45.
    (0)

  4. #14
    Player Malamasala's Avatar
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    Mar 2011
    Posts
    1,261
    but what are people really wanting for fixes with smn?
    Quite a lot, but nothing big.

    Spirits

    1. A spirit spell cycle. Random first spell, then it flips between categories. I.e. either debuff -> nuke -> debuff -> nuke or nuke -> debuff -> nuke -> debuff. This means that every second spell cycle with spirits you are guaranteed to do damage. No silly frost -> frost -> frost cycles. The randomness of first spell is to avoid people from going summon -> nuke -> release -> summon -> nuke -> release. (Could always start with a debuff, but that would be worse than random)

    2. Shorter casting timers. 20 seconds or so, so that within 40 seconds you would get a nuke guaranteed. Beats the hell out of the current system where it takes 50 seconds until you get a random spell. The only issue with this is how to work with skill shortening time and relic pants. I'd simply remove skill from effecting casting timers and instead just make it effect spell power and accuracy. In addition pants would be -5 sec instead of -10 as now (unless it already was 5 and I've assumed they were awesome for years)

    3. Fix the bug that resets spell timers on assault/retreat. If PUP can attack with a pet without getting the full 25 seconds casting time reset, so should spirits.

    Wards

    Two paths to go.

    A) All wards cost zero MP. Basically these are songs/rolls now, except no buff limit, there is a global recast limit and duration limit.

    B) Wards all on separate timers. You COULD throw up a buffé of protection, but it would cost you insane amounts of MP.

    2) Potency should scale with summoning magic based on level you got the ward. For example you get Nocturnal Shield at a level and it removes 15 damage. At higher skill it will move up to 20, 25, 30, 35, 40, keeping even track with phalanx potency. Hastega should be similar, with starting at 10, and at like level 90 it should give 20% haste.

    3) Duration should be fixed at 5 min per ward.

    Rages

    1) Post level 50 pacts are fine now. Pre 50 pacts should all be in a separate category called BP:Ability and be on a 10 seconds recast timer. This would allow you to help skillchain with people or do small MBs or throw out blind/slow and similar debuffs.

    Perpetuation

    1) Perpetuation should be reasonable. Start off it will be HALF of the current system. Secondly you will get -1 perpetuation per party member you have (up to -5). BUT you will get +1 perpetuation for each Summoner in your alliance (up to +17). This means in a random pickup exp party you'll have about 0 perpetuation. In a pet HNM LS using 18 Summoners to kill, you'll have about 20 perpetuation. This system is fair in that the more you abuse hate free damage, the higher the cost.

    Armor

    1) Hybrid armor of all kinds. Mage + pet (exists), Melee + pet (is missing).

    2) More DoT oriented pet bonuses. Like pet haste, pet melee DMG+, pet DA.



    I think I covered the basics as usual. Incentive and chances to use our whole list of abilities and spells. And it being possible to play Summoner as Summoner from level 1 to 90, without feeling that perpetuation is stopping you, or that casting a cure is the only thing you can do between recasts.
    (1)

  5. #15
    Player Jonesy's Avatar
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    Mar 2011
    Posts
    5
    hope they add New and Stronger Avatres and 1's that r not 2hr. and there r alot of spell out tere we need that they can use to
    (0)

  6. #16
    Player Soundwave's Avatar
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    Mar 2011
    Posts
    402
    Quote Originally Posted by Jonesy View Post
    hope they add New and Stronger Avatres and 1's that r not 2hr. and there r alot of spell out tere we need that they can use to
    REALLY!? You've gotta be kidding me, sorry dude wrong thread for that.

    Back to the thread....To me it seem if wards are buffed and get close to being more potent to another job that can do that, just seems it would a balance issue to step on other jobs toes.

    SE for some reason has a really good job at doing that with summoner. It's just so hard to say considering game play has changed when in Abyssea.
    (0)
    Last edited by Soundwave; 04-23-2011 at 12:15 PM.

  7. #17
    Player Secondplanet's Avatar
    Join Date
    Mar 2011
    Location
    San D'Oria
    Posts
    398
    Character
    Mortificator
    World
    Asura
    Main Class
    SMN Lv 99
    Quote Originally Posted by Soundwave View Post
    Back to the thread....To me it seem if wards are buffed and get close to being more potent to another job that can do that, just seems it would a balance issue to step on other jobs toes.
    But isn't what you just said there what sch did to smn in the first place. Buff-ga's was our domain, that which made us valuable to groups, now sch took that away from us, SE should really give it back with longer durations or allowing summoners to "break" the cap of these spells.
    (0)

  8. #18
    Player Korpg's Avatar
    Join Date
    Mar 2011
    Posts
    2,196
    Character
    Kingnobody
    World
    Asura
    Main Class
    SMN Lv 94
    Quote Originally Posted by Secondplanet View Post
    But isn't what you just said there what sch did to smn in the first place. Buff-ga's was our domain, that which made us valuable to groups, now sch took that away from us, SE should really give it back with longer durations or allowing summoners to "break" the cap of these spells.
    What, stronger and 5-min longer lasting Stoneskin and Haste not good enough for you?
    (0)

  9. #19
    Player Soundwave's Avatar
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    Mar 2011
    Posts
    402
    Quote Originally Posted by Secondplanet View Post
    But isn't what you just said there what sch did to smn in the first place. Buff-ga's was our domain, that which made us valuable to groups, now sch took that away from us, SE should really give it back with longer durations or allowing summoners to "break" the cap of these spells.
    Smn was already a somewhat mimic to other jobs then sch took over I didn't care for that because I wanted summoner to be unique to its job not cast everything else another job can. So it did what I said from a certain point of view.

    Of course we all know Smn main thing is to deal damage, along with all other FF games, Buffing is now just icing on the cake.

    Smn BP:Wards are like to be fillers in food, sometimes good but not always gonna eat it.

    Last...everybody wants all these fixes for Wards but I don't see it happening to the ex-stream only because of what I said Smn should be made to either be a DD or support not both, the job is so universal with what smn can do, people see the weaker end as a needed fix. Granted that due to what the Linkshell might want you for on summoner might just be your lucky day.
    (0)
    Last edited by Soundwave; 04-25-2011 at 02:27 AM.

  10. #20
    Player Korpg's Avatar
    Join Date
    Mar 2011
    Posts
    2,196
    Character
    Kingnobody
    World
    Asura
    Main Class
    SMN Lv 94
    Quote Originally Posted by Soundwave View Post
    what I said Smn should be made to either be a DD or support not both
    Quote Originally Posted by Soundwave View Post
    the job is so universal with what smn can do
    Wait, what are you trying to say? You don't want SMN to be both a DD and Support Job but its ok to be universal?

    By the way, what is wrong with being both? Avatars can put out some mean damage and tank for a little while, or put up some nice buffs and help keep the party going for a while. It can even do both at the same time. What is wrong with that situation we are in?

    Besides, last I checked, Garuda is still the only thing that can cast AoE Haste.
    (0)

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