Originally Posted by
Skiros
Like more than half of the opener, the busiest part of your rotation, is just pressing 1 (ruin). The job practically plays itself, with virtually zero room for optimization. There is virtually no fail state either. It's also basically a one-hotbar job.
I sincerely hope Square Enix does not think this is the way to go for all future jobs. This is embarrassingly unacceptable even from a casual perspective.
Edit:
OK, like I'm having a seizure from reading some of the comments in this thread.
I like the aesthetics and theme of the new Summoner. What I don't like is that it basically feels unfinished and is about as complex as an amoeba.
I don't care that much about DoT management. I don't care that much about pet micros. I don't have an attachment to old SMN.
Removing those aspects is fine in itself, if they actually offered a meaty replacement. But they did not. SMN right now is a barebones one-hotbar job with zero complexity to speak of.
Why are we not adding more skills in each Summon window that is more than just press 1 or Gemshine? How about using Fire, Wind, and Earth attunements to meaningfully change what you can do in a Bahamut window? What about varied gameplay within
Current SMN is just a braindead job that any monkey with two brain cells can play. Not only that but it just feels like it's unfinished. This is the real problem. Again, the problem isn't the lack of DoTs or clunky pet AI. The problem is that this new iteration is unfinished.
Edit 2:
The more I play current SMN, the more I just feel a sense of pity. The base design of 6.0 SMN is really great. But it desperately needs more than the base. What we got in 6.0 feels like what you get at Lv50 or Lv60. It does not feel like a Lv90 job. There is so much potential, but they just squandered it.