The problem is it's more of mess than original 5.0 smn where ruination and egi assaults were oGCDs
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Honestly I don't know why other than "SE reasons" they couldn't have include the other 3 primals in the mix. DWT = Umbral Summons (Titan, Leviathan, Ramuh) and FWT = Astral Summons (Ifrit, Shiva, Garuda). Each summon could have added a Elemental debuff increasing the power of the next summon in the rotation.
Nor do I understand why the felt the need to basically delete pets all together. You could have had, say Summon Garuda II, then when she leaves instead of carbuncle you have Garuda Egi on Sic auto attack until the next summon is cast.
As for DoTs, don't tell me when you run a dungeon you don't miss placing DoTs on a whole pack as the tank drives them down the field.
Ah I was thinking more keeping our current setup, but I am all for big picture ideas. I like your idea for getting all the egi to fit. A lot of work, but SMN is always expensive... Look at all the 3 minute cutscenes they make normally.
As you might remember I am not opposed to dots, I just think primal primal primal lol. Pets, no pets, or mixed. Dots, not dots, I love reading ideas about how a SMN might be made. I find reading the different concepts fun. Just give me primals, and once you have done that. Give me more primals. Lol.
Of course people's opinions are valuable and I don't relish if people feel loss. Hopefully I haven't come off that way.
Maybe just maybe it is time to read the room a little bit and see how the statement above is in direct contrast to the generally accepted reality. The echo chamber that some have formed around themselves is a truly laughable state of affairs, and then they wonder why no one takes their ideas seriously.
5.0 summoner was my first 80. Anyone else who played that mess knows why it needed to be axed. What we have now is better. For every complainer that shows up here to moan about "my complexity is ruined!" there are exponentially more people who are just chilling and enjoying new summoner. As a funny note, many of the individuals who have done so have already told me multiple times that likes and dislikes mean nothing to them, so if all the praise and likes that new summoner got is meaningless, then so are the likes they give each other on their posts complaining about new summoner.
They could add more flashier Egi and not that red/green mosquito e an yellow *t*rd*.
At least let us reskin to a more fearsome glamour, not only carbuncle.
Aside that, class is fine as it. Loved the changes.
As I posted in other thread this job is literally riddled with problems. Unlike most of the fanboys in this sub, I don't freak out when yoshi put something shiny and new in front of me. I look at objectively. And this job is just not a good redesign, the only that really changed is the theme of the job.
Most of the problems that SMN had followed into this rework, if not, made worse. The only thing they improved was demis now stay in place.
1. Bahamut/phoenix cd is based on on spell speed and not a strict 60cd. This allows both to drift out of 60sec and 120 buff windows that a party will provide
2. This even applies to our own buff, Searing Light. We will have to delay bahamut or delay the CD or we are waiting on both.
3. This points out the fault of carby. It hinders us severally. After every summon it returns to us so we need to position it every time we want to use searing light. Which can potentially delay our cd because carby is slow. As well depending on what summon you are using can be hetic to place carby
4. Phoenix is a dps loss for flavor and utility you cannot use when you need to
5. Ifrit design is weak for no reason and should technically be the strongest since we have to get it into melee range and two long casts. We are going to have to reserve swiftcast for this.
6. Summon animations can obscure visual mechanics.
7. Ruin 4 is very awkward and easily forgettable. It serves no point in our rotation outside of a pointless extra mobility option.
8. We have a ton of instant cast but nothing to fill the gap with. You get two festers that are immediately burned off in bahamut/phoenix
I don't know what I did but it took 2 gcds to get Carby to use Searing Light
I can go on further about the leveling process and gameplay of the class if needed but I wanted to keep it focused on lvl90 issues. This is also precursory because I haven't really done my own math
Let's talk about the failure in design...
This job can literally be broken down into 11 buttons for st or aoe that you will be using regularly most of which are minute long CDs.
Ruin3/ Tri Disaster
Gem shine/gem brilliance
Astral Flow
Energy Drain /Energy siphon
Ruin 4
Fester/Painflare
Searing light
Summon 1
Summon 2
Summon3
Summon bahamut/phoenix
Enkindle
7 spells once a minute
1 ability that use 2 twice a minute at the beginning of each minute.
1 2 minute ability that can't even match up with your own burst because of a stupid cd.
You barely use ruin 3 outside so ultimately you are just smashing either your single target or aoe gem spell with occasional astral flow. HOW CAN YOU PEOPLE CLAIM THAT OLD SMN IS NOTHING MORE THAN SPAMMING RUIN 3 WHILE SAYING THAT THIS ONE IS DIFFERENT!?
It's arguably more spammy because at least with the other versions of smn I could use dots, egi assaults, and ruin 4.
Where's the optimization that you guy thought it would have? If there's something more I would to know because at the current moment, there is close to none. SMN was know for it's obscene amount of DPS it could pull off where there were multiple targets. That's gone. Holding ruin4 stacks for movement or to burst. Gone. Storm blood smn you had to think if you needed to rush to bahamut if you needed to burst Or if you wanted to blow your mp pool on ruin 4.
Leveling process is probably one of the worst in the game because the one skill that actually makes the class anywhere near interesting to play is locked until level 86.
Speaking of traits...why is literally everything a direct upgrade to each other. I could never survive the level 1 to 90 at this point. You will be so starved any change in gameplay while leveling.
You literally lose dps when you hit level 80. How is that a thing!? It's so bad that it goes disbelief and funny to straight annoyance and anger.
You can't even delay to use phoenix because you would lose even more DPS.
Oh one of the main benefits to bring a smn is swiftcast raise. But we actively get punished if you don't use it for a ruby rite
How can you pet delay or ghost actions!? It only literally does two things and it can't even do that right!
You are still spamming one button. Pets can still ghost action. Rotation is still stagnant. Aetherflow is even more out of place. Do I need to continue or will you people stop defending the dev team for making horrid decisions in their classes?
Just had to vent on this because some of you are literally entranced by the new paint of this job but you can't see that it is maggot infested
From what I see, the people who actually like the new SMN have the same opinion where they love the job fantasy and aesthetic.
Meanwhile the people who don't like it, actually see the issues because they care about the job at a more technical standpoint.
I'm not very surprised the divide here. It's been around since SMN's inception basically, but I have to agree with the disagreers on this one.
I love how the job *looks* and it's what I've been asking for in years, but it really is lacking a LOT gameplay-wise.
Basically Ruin Mage in 5 different shades. Insta-cast galore with barely anything to weave in-between them along with some other issues. It's extremely basic.
Do yall know were to find the demond chest for gear turn in new to ffx14 i got to 68
I like the new smn. The old smn seemed weak imo. This new smn makes it feel more like a summoner. If you want simple smn go take a look at ffxi smn it was simple.
This right here. People that actually played smn at a high level and/or stick with it through all the rough patches can see how this is a mess from technical standpoint. It is so bad.
SE reworks are usually bad but this takes the cake and then some. When DRK and MCH received their rework it was met with caution but people started see why some changes were made. Mch battery gauge was a great change to turrets operated and overheat, while a boring changed, did give the class some actual flow.
But this rework of smn didn't fix anything. They just slapped a new coat of paint on it and called it a day. I just now have the powers of a rainbow
I loved Final Fantasy XI summoner including the fact that you had ur main job and ur sub job. So I would also combine my SMN with Red mage. It was the best of both worlds. I miss being able to summon Shiva and Fenrir.
But I love this new Summon I feel powerful and love the fact that we can now Summon are own versions of Premal's that don't look like baby candy versions of them. From here own I have a feeling it will get better with better and more attacks for you to command out for ur Summon to do. Now just give us more Primal's for us to summon. Give Shiva SE and let her Diamond Dust attack be AOE please. Also @mods please move this tread to another thread that has to do with Summoner in the DPS section of the forum it shouldn't be in General Discussion.
while the ff11 smn sounds pretty cool i don't see it working in ff14 without another overhaul. i admit it would be pretty bad ass. your summon could determine which role you are and you'd have to select it before queueing for a duty. 4 roles in one? the other jobs would revolt or everyone would just be playing a summoner.
Personally I think the Idea that the Devs had with EWSMN has potential in and of itself, but the implementation is very lackluster.
To put it concisely:
If you're hinging so much of a Jobs identity on mechanically and visually distinct phases then that identity needs to be there throughout the leveling experience and not just thrown in a few levels before cap.
Shine/Brilliance are not enough to carry the 'personality' of the phases on their own, and reusing the current Ruin/Outburst Animations isn't helping matters.
Both the Gem-stral Flows and summon specific animations need to be there much sooner.
Egis could use a bump in size to be easier to see if you're not willing to give High Summoning sooner; for supposedly being a main feature of the job they get drowned out by every other Jobs animations by level 70, and yet only get replaced at 90...
While it's nice to have Carbuncle there, the utility he's supposed to provide is greatly lessened by the constant (re)summoning going on, which still leads to ghosting.
Speaking of ghosting, personally I feel Summons as a whole are actually kind of disconnected from the rotation since they can ghost actions entirely without affecting much, and while I understand why it's designed that way it still feels odd.
On a more personal side: I always liked how SMN in XIV was presented as a capable caster even outside of their Summoning Skillset; however this aspect feels very stripped down. While Rekindle is nice to have, I'd still have preferred if they' do just fixed Physick. And I don't want to lose Rez either. Let the Caster be the utility guy and the Summons (and related concepts) do the damage.
Overall: Idea has potential, implementation is meh; needs a redesign of the leveling experience, some spruced up low level animations (at least colour code Ruin/Outburst if you're going to reuse them), maybe combine Summon Carbuncle into Infusion and make his abilities usable by the Summoner, to make the Utility more consistent
I really don't think there need to be so much defensiveness if someone points out an issue; it's unlikely SE is gonna go back entirely, but if a relatively sizable Group of players realize the same issues then SE needs to be made aware so they can be fixed.
(Sorry if this post feels robotic, too sleepy for personal flair, lol)
Final verdict on SMN 90: It's fine.
I did the 90 solo duty on SMN and boy let me tell you (spoiler hidden)
Trading blow for blow with Zenos as a SMN was really really satisfying. He uses Tidal Wave? Fine, I'll use Mountain Buster. And you're not the only one that can Akh Morn - he did too, and at the same time I did! Super duper fun.
Ive tried sum , my 71 job that i hadn't touched in a while and a tried a new fresh char for a few hours to see the new levelling experience .
After getting used to the new way it plays i am mixed . I think the thing that threw me the most is that "shine" thing and it giving you identical spells icons once it changes to the ruin/outburst you're already used to and using those in your rotation suddenly . TBH i think that shine system should have added the potency boost and insta cast bonus to the default ruin and outburst like how ruin and outburst get altered by Bahahmut . At least it would have felt consistent in key bind usage/muscle memory.
Speaking of consistency , i found it odd also that Ifrits gem version are slower , only 2 charges where as the others are faster cast by being instant. Its a weird to go from 1.5 sec default ruins to 2.5 for 2 casts under Ifrit, then instants for the other 2 summons.
Overall it feels weird in muscle /brain memory . I get what its trying to be now , it just has very poor flow.
This post says it better than I ever could have. People are far too entranced by the pretty colors and the shiny lights, but when you take that all away you're left with a class on par with a healer when it comes to 1spam and a class that's more button-bloated than any other class on record. All the pretty colors and effects vomit in the world can't hide that forever.
Finally a good post, thank you.
The worst of what you mentioned as far as I'm concerned is the need to reposition the Carbuncle after a demi even if you placed it in a spot before pulling and of course the spell speed memes forcing you to delay the demis to not delay SL (thus removing the point of spell speed completely).
Meanwhile, I'm enjoying SMN like no other job and I've been here since ARR. Not gonna deny the job is simple, but I'm loving the lack of filler and huge amount of flexibility. Each primal minirotation feels unique (super simple I know, but still unique), it's a relentless nuke spam with every nuke flashier than the last lol, and downtimes no longer mess everything up like they did with the other SMN versions (in fact, downtimes even favor you this time around).
60 second rotations, with constant bursts of damage, and slightly different variations in what primals bring onto the table and their little rotations:
Single target - Titan > Garuda > Ifrit
AOE - Ifrit > Garuda > Titan
In terms of what does the most damage.
I'll give the current SMN a 9.9 only because searing light does not properly align with your demis because its CD is tied to your spell speed god knows why <.<.
Sorry for those that are disappointed with the current SMN, but it's literally my dream job in its current state (and I always attempted playing SMN in every expansion and in ARR but it always felt extremely clunky, unresponsive and glitchy to the point min-maxing it involved things that were not fun for me).
Don't Ifrit and Garuda have better AoE upfront damage than Titan with both crimson attacks and Slipstream against packs of mobs that die relatively fast and that have little downtimes between them? This seems like a fairly common scenario -add phases, trash packs in dungeons, etc.-
If you factor in all the primal GCDs, my guess is that Titan still wins in AoE, but if you only take into account the highest damage possible in the least amount of GCDs because downtimes are happening after that, I'm still wrong?
The new summoner changes has convinced me that Summoner is the magic class I should choose going forward.
Problem with new summoner is HUGE primals arriving and scaring shit out of me. Also they hide some mechanics.
You can change the size that you see pets appearing or turning down the effects of allies from All, Limited, and None.
I'm going to miss the DoT's and hope they maybe a job that is based off it.
I would like to see more summons used to.
Susanoo when? xD
Wonder if the majority would be okay if the new default is normal for you, small for everyone else. Meaning if you're with a summoner they're automatically the small versions by default. Also being able to change either setting independently of course. Maybe a transparency option, also separated by self / others (100% opaque for self by default, maybe 80% for others).
now i hope they add new Carbuncle Diamond and Shiva Ameystial and Ramuh we finallyl have summoner as should be yay
We have a good base but there are problems
1. Pheonix absolutely sucks.
2. Searing Light / Shield requiring Carbuncle feels class wonky. Cannot shield when I need to cause I just summoned X. Also has made me now blow swiftcast on a spell to ensure searing light will go off properly.
3. Bahamut being affected by spell speed = ranged dps of the casters. We want 0 Spell speed now.
4. Auto summon Carbuncle on raise. This is stupid that it does not happen as it wastes my mp which I may need to raise another person. Carby really should not be required for any of the skills to work. I am fine with it being a aesthetic thing but making skills that require it to exist is bad.
5. Ruin 4 feels bad. Make a lower cd on energy drain and let us stack ruin 4s again to replace the crappy ifrit spells.
6. Ifrit
7. Slipstream outside of aoe use.
8. Again pheonix is terrible.
9. Animations can be blinding and hinder ability to see mechanics. I can change these in the settings I know, how ever this is the only class that has this issue so I prefer that be fixed rather than change my settings.
https://images-ext-1.discordapp.net/...ky.png%3Alarge
Well, the phys ranged tax is real LOL. Also notice how the skill floor-ceiling gap is the smallest on SMN.
Welcome to the club where your job plays itself.
Let me press Flamethrower, summon the automaton queen and make you a coffee.
On a more serious note, SQEX failed to deliver 3, maybe 4 reworks if we add Monk.
Yes, the job is appealing to more, but it came at the cost of its core playerbase.
Maybe now, players will finally notice that Job Design is unequal among all jobs? That some jobs are just not acceptable?