Tell that to Machinist. People have been saying the same exact thing since 5.0 for them "Oh they'll add more buttons to make it more complex don't worry" And what did they get in Endwalker? One extra GCD that doesn't interact with anything else.
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To the former, Alexander is actually rooted to castle Alexandria. If you watch the scene, you can see, as it is forming, the castle Alexandria shifting its own make up as it is Alexander is summoned. While you are corrected, and I was wrong that the castle and eidolon are one in the exact same, they are still joined
To the latter, you say this all the time. A class having dots does not connect or mean that something is a Warlock. However, hat is something that you just immediately jump to when someone brings up Summoner's dots. I do not want to ascribe motive to you, but it does bring up certain questions. Does that mean that Ninja was a warlock as well because it has a dot? That must also mean then that Paladin, with its two dots, must be a Warlock as well? That must also mean that a Madness Sorcerer in TOR is a Warlock as well? Warlocks are not just dots; it just equates to a magic user that draws their power from outside forces over their own. In my opinion, the dots made sense from not only the starting class of Arcanist, but because of what they would mean for both lore and in battle. Summoners became their own worst enemy which is why their power was eventually not enough to protect them. How might they have done that? Perhaps by wearing down masses of people that crossed them through poison and aether ruining abilities before shattering those that were still alive with their aether sucking Primals that they had bound to them. Warlocks are not just dots either. This is also further ties into the fact that summoner has not had a consistent enough identity to say that what 14's had been is inherently wrong. What we have traded is a class that had two amongst its other abilities to a Dungeons and Dragons Warlock that does nothing but spam Eldritch Blast and occasionally sending its Pact of the chain Imp out to go and do a flashy thing. And that is a play style that does not lend itself to doing much other than that one ability. And, as someone who only even bothered to experiment with casting classes because of old Summoner, if I wanted to see flashy animation Ruin mage I'd play 13 and put Lighting in caster mode.
If you cannot see the comparison between FFXIV's "original" take on Summoner and WoW's Warlock thematic concept and general mechanics then by all means, do as you will. The similarities are obvious to no small amount of people.
In any case, Summoner with elemental nukes feels better than Summoner who "wears down the masses." All you need to do is read the mood of people beyond this sector of the forums to realize that. You view new Summoner as a ruin mage, I view it as Rydia/Garnet Summoner with its focus on elemental nukes and jewels. To each their own.
More than just two spells. We had 4 in 2.0 (miasma, bio II, bio, miasma 2), and 5 if you count thunder from cross class.
The problem for me was never the dots, but the fact that they were poisons. Bio and miasma are two of the least visually appealing spells in the game. Bio III and miasma III were only slightly better.
After playing other MMOs with pet casters that are all about demons, and disease, it was disappointing that they went in that direction for a series who’s “summoning magic” were mostly elemental deities and not minions of hell.
Bane and fester were also disease themed as well. The poisons just don’t fit with the summoner aspect of the job.
The way you get so triggered at the mention of DoTs or just any criticism with the rework, and how you have the same tired responses ready is honestly just entertainment at this point.
Bring back bio and the classic sound effect. Make it automatically max volume for all clients.
And that is your decision. But, you are making the -choice- to see it as such, but it is neither. Especially in this game where you kill bombs with Fire which is a spell that, in almost every other game, actually heals that enemy. You are making the -choice- to only see it as some WoW copied class. For what reasons, I don't know and I will not try to interpret. It is, however, obvious that you outright see that as a negative. However, the connections between them are surface level at best if the only thing you see of it is the dots. If you wanted to make it clearer, then yes, both make pacts with outside forces to channel their powers. WoW Warlocks, Demons. There is another class in this very game that does that: Scholar with their faeries. Demons and Primals are linked by the very notion of how they can affect individuals and how they can affect the world. The same thing for DnD Warlock: Demons, Celestials, Old Ones (Cthulu), Faeiries. If that is the foundation, then that must make every Jedi and Sith the Old Rebublic WoW Warlocks then too because they draw on the Force and have dots. That Primals and demons have the link to the caster is something that is intrinsically linked to how the writers developed the lore of summoning and Primals in FF14. And I have read the mood and the people that I have encountered and spoke to about the changes both understand why some do not like the changes and most were wtf at best and, at worst, not fond of them.
Not nearly as entertaining as the enthusiastic responses from the fans of former Summoner whose comments are featured on the twitter account that cross posts the more interesting takes from the forums. "Summoner is less complex than Dancer" sure was a sentence I'll never forget.
Except it stopped being the main focus in 4.0. Then we had only 2 main DoTs, then lost Miasma II and Contagion, then Shadowflare. It was largely stripped down to fill in more summoner aspects but people were still under the impression that the job was all about the disease spells.
Which is actually true? I'd like to know your opinion as to why it's such an interesting take to you but hey whatever helps you sleep at night.
SMN stance is fascinating but we should all just ignore “that guy” haven’t seen one post from him that wasn’t needlessly antagonistic nor made any real good arguments besides comparison to games very much outside the spectrum of the games limits
Just ignore stop feeding it
"Aren’t particularly fond of the change” is an interesting way to characterize those who have demonstrated time and time again that they do not understand what a Final Fantasy Summoner is.
View me however you wish, but what is certain is that their takes aren’t going to make the devs work faster on abilities that won’t come until 7.0 nor will they reverse course and add dots or their myriad interactions back in order to please them.
If Summoner having Bio is a step too far, you must feel let down by every other job.
Like WTF does Paladin have holy magic for, that was just one character you have for all of 30 minutes in FF9. She doesn't even use it when you fight her outside of that sequence. One exception does not a rule make!
Paladin is called "Knight" in Japanese. They have used white magic in many mainline Final Fantasy titles and one of the most beloved interpretations of the class is specifically Holy Knight from Tactics, where we get the new cool sword magic from (in addition to Beatrix from IX of course). Thank you for playing, try harder next time.
Edit=the key word here being beloved, which being missed here. FFXIV's old Summoner tragically was not anything close to that. It is now, certainly. The people who love Summoner now and are hopeful for its future outnumber the scorned poison mages who insist on continuing their now months-long tantrum about how their "complex!" class was ruined.
Please continue providing me with such riveting entertainment.
Nope, Knight never had any variation of offensive holy magic. Confiteor combo can stay because Agrias summoned swords too, but the holy magic spells are pretty unacceptable.
Dissidia Cecil says hi.
Edit=his band abilities from FFIV: the After Years as well. Man were those fun.
Fighting game spin-offs are an exception, not a rule.
I love how this thread has derailed into some pretending that Paladin/Knight having holy sword attacks/magic is in any way equivalent to how prominent the poison magic was part of Summoner's kit and how badly it twisted its thematic identity, compounded with bad gameplay overall. Seriously, this isn't productive and does nothing to accomplish what I assume your goal is in having your "complex!" dot caster added back in some way shape or form.
Respectfully, you need to let this go.
At this point debating with aveyond can only results in personal attack and it's time to stop paying attention to them.
Please note they are not even playing SMN, they haven't played EW at all. If this is an alt, the questionable individual has nothing to do other than stalking the forum during the day to "troll" people.
I'm no psychologist but I recommend help from experts to them.
I'm of the belief that your focus on theme is misguided. As I've pointed out, and Final Fantasy games have shown, the only "theme" it's consistently had, mechanically, is calling a thing to do a thing. Any further expression of theme is conflation on your part as SMN is just one of many jobs that have adapted itself to the lore of the game. The dots further fit as a consistent part of how all jobs have developed from their start. Take LNC to DRG, it's brought up in dialogue, during the HW quests, how the WoL's style is different than dragoons as you've been fighting different foes and the foundation of polearm fighting began with Gridianian spearmanship. The same occurs with PGL to MNK where Widargelt, in Stormblood, brings up the foundation of your style is from Ul'dah's PGL guild. This translates for ARC to SMN; you are rebuilding a discipline lost with the fall of Allag with broken fragments. The WoL has no other base outside of the abilities they learned as an Arcanist and what they and Y'mhitra are able to piece together. By your logic, 14 has twisted the thematic identity of Carbuncle. Despite doing more in games like FF11, I'd argue is more known as the Reflect summon from its first appearance in 5. There, however, is the point. Just as Carbuncle, classes can change. They can adapt like Carbuncle who goes from just casting reflect to getting 9 different abilities in 11 that allow it to attack, heal, and -poison- with its Poison Nails attack.
Your other statements, "complex" and "bad gameplay" is entirely subjective. Others can agree, but still others can find it simple, good, or any combination of. You can like the changes. I, for one, am happy that you do. However, you can neither, nor is it right to attempt to, force your opinions upon. Just as much as it is wrong to then speak down to them like they are beneath you when they do not agree. There are those that do not and they have just as much of a right to feel that way and speak their minds about it. It is anecdotal evidence at best to say there is "so many" people that love the new changes. You could find 1000 that they love it. For example's sake, if there are 100K people that play the game, that's only 1% of the player base. Yes, that can certainly go the other way. What's unchanging is that there are people on both sides: the approve and the disapprove. I, like others, am firmly in the latter. As is -my- choice after having played both.
Thank you for your post. However, you do realize that continuing this discussion is not an effective way to advocate for the cause of dot casters much less justifying the state of Summoner prior to 6.0?
What is the goal? The return of poison magic and its interactions? There is not much chance of that ever resurfacing in Summoner again but if you ask politely there is a nonzero chance of Necromancer, Time Mage, or a similar caster being added in 7.0 where they could include those mechanics. Further explorations of its original themes/lore? Possible if we end up going to Meracydia, but since new job quests each expansion are no more it's not very likely either.
As for new abilities, as much as I would love to have a complete pantheon of summons and their corresponding abilities by now, I am aware that will not realistically occur prior to 7.0. They could do some things to add depth to Summoner in the coming patches but it will not be anywhere nearly as busy as it used to be. Just like Machinist never went backwards, you cannot expect that of Summoner either.
Here is the best advice I can give to those who are distressed over the loss of old Summoner. Create a support thread and be clear about what concepts you want to see in a new dot caster job. Stick to the topic, and engage with things in a positive and constructive manner. Words only have as much meaning or tone behind them as you see fit to assign. Try to see the glass as half full, not half empty. And if you no longer wish to play as Summoner, fortunately there are 18 other jobs to try out. It's ok to play different classes, goodness knows I did after I decided to not main Summoner last expansion despite it being my first 80.
Your focus on poison mage ignores everything else that SMN pre-rework had. Yes it had poison to open with, but it had non-elemental through Ruin, Tri-disaster, Deathflare and Ahk Morn. Just like a BLM using Thunder to start dotting before Fire and Blizzard. Summoner continued with elemental attacks: Fire from Ifrit and Phoenix, Wind from Garuda, Earth from Titan.
Those classes are possible; the chances of them cannot be known. I'd ask you to take a moment to think about, and try to understand, in that getting any of those classes and them being dot focused will still NOT be fulfilling for some people. Some, like myself, were drawn to summoner because of what it was, how it played and tied into both the class's progression and lore. Getting any of those classes will still not meet that summoner did.
You are also right that it would be wonderful to have access to more summons. There we once again run into an issue with 14's summoner. One of the HW quests has the WoL and Y'mitra try and get Ramuh. It fails. They discover that, even back in Allag's time, an individual could only attune to 3. That includes someone as gifted as the WoL. There COULD be a way around, but with both SHB and EW going the path of role quests, I don't think it's going to happen since it hasn't been addressed.
In regards to your advice, people can. People have. I went into waiting and seeing after all the time I spent with the class. And it let me down and still is. The stance of telling others to play other jobs is, perhaps not intentionally, dismissive of their feelings and problems. What can be easy for some can be difficult for others. People can have the same experiences and come out completely different. What summoner was happened. People avoided it because of that. Picked it up because of that. For those who did, or grew to, enjoy what it was now see their liked, loved, and/or favorite class nothing like what pulled them to it are left wanting. Even if they do play others, the class is still there. They have to look at it, maybe even choose to play it still, while still having the memories of what made that class fun for them now completely stripped away into something else entirely. Some people will have a hard time with that while others are not because of individuality.
Maybe summoner will never go back to what it was. What' s also true is the only way there's hope for those that have that desire is to speak up. Absolutely it may not happen. I do not think anyone is thinks will just blink back into place by wish. You fail 100% of the attempts you don't make. People who stand for the changes will be disappointed if a revert happens. Those that are on that side, however, should also keep in mind that the feelings they will have should it occur are the -very- same ones that people against them are now having to experience. Respect should be shown for that just as I'm sure they'd want it. Just as I am sure you would want it.
I can’t speak for others on here of course, but my own issue with Summoner is that there is no depth, no complexity, no requirement to engage your brain with the current rotation. Ergo, my goal would be to have additional abilities added. More things to weave during the copious amount of room afforded by all the instant casts. More interactions between summons. More things to do and keep track of.
I’m not that particular on what form this depth takes. Would I mind reversion back to 5.1? Nah, I’d be fine with that personally, though I also acknowledge it’s not going to happen. Just give the job something, ANYTHING, that adds a modicum of depth.
Tbh. This is my perspective. SMN mains went from having a layered job with complexity interwoven in its general structure to...
Well, I leveled SMN to max and it ain't even the least bit difficult for someone who never played the job to pick up. There's barely a learning curve present. I personally view it as partially braindead and its hot bar utterly barren in comparison to other level 90 jobs.
This is my perspective and complaint as well. What hurts is it didn't even have to end up this way. You could have had this redesign yet pave it with call backs from the old job.
This image right here is how to create a good summoning mechanic: 3 Astral Calls and 3 Umbral Calls. Astral Aetherflow lets you call the three primals, bonus damage when done in the element flow sequence, then after all three it unlocks DWT/Bahamut. Umbral Aetherflow calls the three primals and it unlock FWT/Phoenix.
https://en.ff14housing.com/images/pi...21069_img2.jpg
It would be cool that in the next expansion they add the other 3 elemental gems, and that we could directly have the choice to take 3 of the 6 invocations of this cycle to make elemental combos and have different effects according to the choice, for example Leviathan + ramuh, Garuda + ifrit, titan + leviathan, etc, etc ...
It would also be nice if each Summoning Gems had a stack of 2 max, so that you didn't manage to spend it before using a demi-summon.
A spell also to sacrifice his stack of remaining gems if ever they are not useful and the use of demi-summon is possible for example 1 gems 2%, 2 gems 4%, 3 gems 6% of personnal damage during 15s.
I don't really think 3 more flavors of ruin is the right answer to fix SMN. Sure it'd be nice for the people who just want flashy colors and aren't maining the class or raiding, but its just another cosmetic thing.
Summoner needs a few fixes. It needs more complexity and variation in rotation and it also needs some basic improvements:
1. Carbuncle actually needs to attack. It just stands there which is ridiculously stupid.
2. Basic summons (Garuda/Ifrit/Titan) need to add more abilities than just two rehashes of literally the same abilities across all these summons. It's really boring and bland design. I suggest 3-4 unique abilities per summon. Ifrit could add dot damage, maybe with a spread ability like we used to have. Garuda could add fast and instant abilities with a damage penalty for the added mobility. Titan could be a heavy hard-cast hitter. This would add a layer of complexity to summons and the job as a whole while also bringing interesting choices to the mix.
3. Bring back proper pet control.
4. Give summoner a dot.
Just my thoughts.
It’s just boring now. Just changing the color of the ruin filler doesn’t make it any more fun
Oh, that's a given. You must add more than a single target and AoE target ability. If you think about the design of the game we have three different sources of direct DPS; GCD, oGCD, and DoT. No matter how some feel about the D word it's a legit form of DPS that a lot of jobs have; SAM, BRD, BLM, RPR, MNK, GNB, Healers, etc. Then you have to actual see what the change to SMN, it off loaded Enkindle and Egi Assaults from the pets to the Summoners to eliminate the missed command problem. I would say a good number of GCD spells would be 3 plus 1 AoE.
So based on the Elemental Wheel; Shiva/Levi would fit the instant cast/oGCD combo set, Garuda/Ramuh would fit you DoT, Ifrit/Titan would be your long cast combo. Also remember when you cast in the correct cycle (elemental wheel) you get a bonus damage for the next so: you could start with Shiva -> Garuda -> Ifrit = Bahamut. Levi -> Ramuh -> Titan = Phoenix. As for Bahamut, I still feel like it should be 2.5s cast with oGCD and Phoenix should be the instant cast with 1, 2 combo.
So in practice if could look something like this:
Shiva would be #1 GCD > oGCD > #2 GCD > oGCD > #1 GCD > oGCD > #2 GCD > oGCD
Garuda would be Ground AoE > #1 DoT > #2 DoT
Ifrit would be #1 > #2 > #3
Speaking of Demi and Pets in general: the first thing is to add a size option in the Graphic Setting so people can easily change the size. Next the Summons should stay on the field and just cast 1.5s AoE auto attack at range; for example Garuda does Shriek, Ifrit does Eruption, Titan does Tumult.
Astral Flux, from each Avatar should be set appart, so we can use theirs spells whenever we want as long as we have activated the primal to use them.
In that way, i can keep :
- Ifrit's Gap Closer for when i really need it to.
- Phoenix's Regen skills for when the party is in a bad situation
- Garuda's AoE Dot, for when i'm sure the boss will not move for a while.
- Titan's Damage skills that can be stacked up, for burst time.
To give more complexity (but not to much) separate Bahamuth from Phoenix and gives them bonus to the party or self when you cast it so you can decide wich one you want to summon.
Also, Ifrit is the only one that doesn't have instant cast spells, and i'm sure with a good spellspeed set we're not gonna use them as Bahamut/Phoenix will probably be up by the time it's time to use it, and the potency is ridiculous in comparison of instant from B/P. (either boost their potency higher than 400 or make it also instant cast).
To be honest, i like this summoner version, but it lack of some things.
There ought to be longer timespan between each summoning, if just to reduce the amount of special effect fireworks.
In all honesty, this is why Summoner was a pet class with a small pet, because smearing trial and raid bosses in "summoning scale" epic explosions makes it miserable for rest of the party.
And don't mention limited effects, that is just blame deflection.