Summoner is finally summoner.
Sage looks and SOUNDs amazing!
Really digging Reaper.
Glad I'm maining Red Mage on my other main character because everything on that class is even more amazing now!
Potato Reaper shall come for your shins
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Summoner is finally summoner.
Sage looks and SOUNDs amazing!
Really digging Reaper.
Glad I'm maining Red Mage on my other main character because everything on that class is even more amazing now!
Potato Reaper shall come for your shins
PSST pretty sure the removal of dots off most jobs is the fact the new new new dps coming next, next expansion will probably be the DOT class to fill in SMN shoes.
GrEeN mAgE / tImE MaGe ? Maybe lol
Ninjas....Rejoice.
https://pa1.narvii.com/6508/5e859504...80883df_hq.gif
It looks as though im the only one that's disappointed with the new summoner rework.. removing dots.. and technically egi.. to me those make summoner unique. Now they are just a mage that casts spells that's got a primal skin on top of it. The "pet" does nothing, no active skill, no auto attack. Might as well remove it. I dont feel like I've got anything to do with the primals, they show up use a skill, disappear, you cast some spells with the associated "elemental aspect" (primal-themed AOE) within the time limit, rinse repeat. Quite salty ngl.
idk, i never had much problem or bothered by the delay, at least it's a unique mechanic that belongs only to summoners. Now.. idk why i would want to play summoner, its just another caster with RGB coloured Ruin II instant casts. It doesnt even matter which primal/colour/flavour of spells you use.. it lost a lot of its uniqueness.. I guess what im trying to say is managing the delay is part of what makes summoner different, at least for me. id rather it being there than, nothing, at all. might as well play another caster.
Sorry for the rant, just mourning summoners changes..
It looks like you'll want to weave whichever Summon is most befitting the situation between the Demis. Got time to stand around? Ifrit. Need to cast on the move? Does the enemy stand still? Garuda. Does the enemy move? Titan. Fill in with the next best summon if you've still got time in your rotation.
ahh i see so at least there is something different with the each of the primals sort of. No more clutch titan shields and rezing the healer tho. rip.
But then you'd still go through each of the primals anyways as part of the rotation.. even if you dont particularly need it right now. Feels like, instead of making each of the summons unique and interesting, they opt to just equalize and make them all compulsory parts of the rotation to use all of them. hahaha most people use Ifrit 90% of the time, for its single target dmg?! Now, no one gets be special!
as a years long scholar main, it‘s time….
https://i.imgur.com/q6pcRTJ.jpg
I'm excited for pretty much everything but the existing healers.
It does look like I might make an alt to see how the Summoner levelling is like. Or running up through Deep dungeon or progressing through leveling dungeons.
That feedback about summoner makes me happy. Players been asking for summoner to just cast and summon through spells instead of being a pet class and they at last did it. Way to go. and removing dots also? Dream come true for summoners.
SMN looks cool, but not sure If that transfers into gameplay.
Keep in mind, folks, that things are subject to relative change and we don't yet know the numbers.
SCH was underwhelming, yes, but probably kept a lot of stuff that makes it more unique than SGE. The speed buff alone, if you watched other parts of the LL, applies to the party like an in-combat Pelaton - and moving faster is good for getting out of shiteven if you're not expecting it.Plus, the fairy seemed to react quicker, so there's also that.
I'm curious about the BLM changes - it seems like the IcyHot spell is triggered by swapping (and you likely want to cast it in both stances, too) and that Freeze doesn't refresh the timer anymore... And I'm not quite sure what triggers Fire 5 or whatever being available. I wish they showed us more of the mechanical side of why it's different now, but SMN had it's rework so it needed the focus.
Ah well, time to hyperanalyze the trailer while we wait for the mid-October embargo end. Edit: But overall? I'm pretty happy for everything I saw, regardless of how flashy it was or wasn't - it just looks good.
Have you played RDM or BLM?
None of the casters play anything alike. SMN now looks to be smaller burst phases in between the "bigger" Demi ones - and it looks like they can be freely used as needed depending on what's going on in the fight, even if you technically need ALL of them by the end.
From my experience as a BLM, because it requires similar forethought: It does seem like optimization will be better once you know the content and plan your summon order accordingly, and to some that's pretty daunting. But UNLIKE BLM, it also doesn't seem to be nearly as punishing for messing up, so it's still approachable.
There’s definitely SMN mains that are not thrilled about the lack of DOT and not being able to tell the carbuncle to attack. I don’t mind the egi change but the fact that I now have a glowing house pet waiting to transform instead of attack, bothers me the most. I know I’m going to really miss DOT manage since it added to the “busy feeling” that I love. BUT.. they did keep our mobility and instant cast spells that look like they had hardly any recast time. I just hope it doesn’t start to feel like a faster BLM once we get to play it.
I have played RDM, not as much for BLM. I understand that obviously different casters would have different play styles but imo taking away pets and dots and effectively pushing SMN into a similar mold as the others, with the exception of minor differences such as having a bit of flexibility (choosing the order of using the Primal-themed spells) wasn't worth losing SMN's uniqueness/identity. In the end, I doubt what we get in return would be, say, SMN doing more dps then BLM, we could be playing BLM instead.
The devs did mention that they were contemplating whether to remove SMN's combat raise... but decided to keep it in fear that the change might be too much and anger people. I worry. If they did, what are SMNs then...? which direction are they heading with SMNs....?
With that being said.. RDM is looking more interesting ahaha might try it out a bit more later xD
I understand, I liked managing dots, Ive always played dot-based classes. Removing them because they are apparently too hard to manage... was not a good enough reason for me :'(
yeahhh... the carby that doesnt need to be around anymore... except that I think aetherpact, still radiates from the carby..? i think.. Could have just put that on the player xD if they were planning to remove pets anyways.
Its kinda like Selene and Eos with scholars.. They can remove one or the other, it doesnt matter anymore :'(
DNC and AST looked okay. I'm actually intrigued for Dancers new moves. They looked..interesting. But a good kind of interesting. :o
AST didn't change this much as far as I could see. Cards seem to work the same at first glance. It even looked like they kept some sort of shield..? And the Starshower attack was really pretty!
Scholar however...oh my..
My condolences go out to all SCH mains. I was waiting the whole time for..I dunno..SOMETHING to happen. Maybe summon Seraph and show a cool new change to it?
...nope. Nothing but a speed buff. Really dissapointing. But who knows, maybe Art of War gets like 2000 Potency now so it actually gets to be dps king XDD Yeah, as if...
And the summoner changes look really cool. Finally the smol egis are gone and the real primals can be summoned. Hope there won't be any problems like with Bahamuts size obstructing the view for other playes tho.
Aaaand...I gotta admit, it's kinda unfair that summoners get the coolest stuff each expansion. xD Same as WHM. They always get something really cool new and flashy while other jobs like DRK and SCH are...just there. :/
Personally a dissapointing trailer, besides the SMN (and as with every job we gotta wait and see if it plays well) every other job range between "okaysh" to "more of the same". Dark days to play as a tank or healer because unless we are pleasanty surprised i dont think Sage gameplay is that much different from the others...
DRG - Don't play it much to be honest...longer aoe combo string, fancy double dragon nastrond? Suppose it doesn't need too many fixes
WAR - Gap Closer change was much-needed. Rest seemed kinda minor, but at least that new finisher is worth gushing about
RDM - Some much-needed streamlining, very nice new spell effects, and what looks like a defensive aoe for even more jack-of-all-trades-ing. Pretty cool.
SCH - Well. Maybe greedy melees will rue the day they ever mocked the speed boost? I don't know what else to say. Hopefully at the very least they've done things like make Fey Blessing less piddly....but I understand why this is by far the biggest disappointment.
DRK - Eh. Not much new. Delirium is still a thing.
DNC - Was worried it would have ShB RDM/SAM syndrome of them hitting the nail on the head in their first expansion and trying not to change much with little more than fluff additions, but this shows promise. The peacock/phoenix move looked badass, and looks like they have followups to dances and improv.
MCH - My main. Not wildly bowled over, but I suppose we did get a big rework last time. Chainsaw was a given, will have to see how it differs from Drill. Reassemble stacks is a simple but welcome addition. New Queen finisher looks nice, but hopefully it's not irritating for boss disconnects where it's actually on the field for 5+ seconds after the gauge timer ends.
GNB - Pretty straightforward changes. 3rd cartridge, fine. And some kind of 3rd cartridge combo.
BRD - It always interested me how beloved the job was in StB, but while the gameplay didn't change it was so controversial in ShB. Looks like they have more support auras again so hope it goes back to being one of the most beloved jobs.
AST - Certainly looks like a promising shakeup. New spell effects are glorious. Divination less fiddly...will have to see how it goes.
SAM - Not the most visually stunning demo, but with what we know of the changes it should be a much more comfy experience. That super Midare at the end does look satisfying if nothing else.
WHM - Was more different than I expected it to be. Some kind of placed healing totem? Ultra-Holy/Misery? Looks good, and let's not forget the new cast times.
NIN - Don't play much, but it certainly looked flashy. The lightning finisher in particular.
BLM - I'll be honest, I'm usually the most bored watching BLM every single job trailer and...well, it was alright :P I just really don't like this job. But looks to have more significant changes than I expected.
SAG/(SGE?) - AAAAAH IT LOOKS SO COOL. I don't know what else to say, it just looks and sounds absolutely gorgeous.
MNK - My first main until 3.1 due to boredom. Finally gets a shakeup, and it's looking really fun. The new teleport looks sweet, and the gauge finishers...[chef kiss]. Looks like Tifa's starshower from FF7R. Very interested to play this one.
SMN - Well, can't blame it for stealing the show. I do wonder what it will feel like to play though, because beneath all the crazy animation it looks somewhat repetitive? I don't like caster DPS in general, but it's hard not to be intrigued by SMN.
RPR(?) - While it's not my aesthetic, and I have no idea what's going on....looks fun! And seems to have a lot of nuance?
PLD - To be fair it barely seems different apart from the never ending Confiteor-ception. Hopefully its skills are more streamlined because it has a surprisingly large amount of skills atm.
All tanks but Dark Knight really gets me excited which kinda sucks since the latter is my most played job\tank.
Still thrilled to go unga with Warrior and definitely can't wait to see multiple peple using the Paladin's Confiteor or Warrior's Inner release finisher at the same time, it'll be funny
The 60 second IR change for WAR seems like a stealth nerf, and pulling onslaught and upheaval off gauge is going to make it even more boring. Also I don't like gap closer homogenizarion.
Ok, Warrior seems to have a confiteor for Inner Release window, and onslaught not costing gauge is also good, I'm satisfied for now.
Reaper and Sage look cool (might main a healer for once).
MNK and SMN reworks look awesome.
My condolences to all Scholars.
What a terrible day to be a MCH main.
Second charge on Reassemble is completely useless unless you stack skillspeed like a madman, which means Bozja.
Flamethrower emote still exists, Wildfire remains boring, they have no excuses for not changing those. Best they could do is lower WF cooldown to 60 while of course adjusting potency.
Shotgun has a big chance of being Spreadshot+.
Buzzsaw frisbee, hopefully it's an independant cooldown and not tied to anything.
AQ get a new finisher but who cares, it's now a bigger glorified dot.
If Chainsaw disks are not independant, I'm completing the first savage tier and quitting the job as a main until next expansion.
It's painful to see MCH barely touched when the job craves buttons and will surely have less buttons than a WAR but on the other side they went ham with DRG and BLM animations, SMN rework looks insane compared to previous rework and MNK actually got a real rework with new gauges.
I want mechanic changes on writing soon. This video shows us nothing but flashy stuff. I want to know what mechanical changes are coming. Sure this looks pretty but tells us very little in the end.
I see.. sigh.. I guess in a traditional Final Fantasy sense, having "Summons" be more like a spell is normal or more "proper". I see it the other way around, I have always been unsatisfied with the So-called Summoner classes in other games basically having all their, "summons", as a form of one-off spell... For example, "summoning Ifrit" equates to a generic Fireball / Fire AOE spell, just.. from Ifrit.. (technically still from the player) then it goes away... sigh..