Tell that to the people that keep whining about MCH in a bajillion threads including this obviously SMN centered one.
Yeah and the moon landing was fake.
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"Currently summoner as a job is reaching somewhat of a breaking point when it comes to the overall play mechanics, so we’ve halted work on Egi glamour for the time being in order to shift focus. There is a reason behind this, but we can’t share the details with you at the moment. When the time comes, I’ll be sure to properly share that information with everyone."
Yoshi p from Mr happys interview like 4 months ago
Idk if I have concerns but I have question.
Are it's dots still there or are they gone?
If gone what are it's main sources of dmg outside of bursts?
Are the gems tied to DWT/FBT?
Do we still have egis or just carbuncles? What is gameplay pre HW like?
The DoTs are gone. (outside Garuda having a placed damage over time field like Salted Earth)
For specifics about where damage is, I think people are going to need to get their hands on it, however, It looks like you transition from one burst to another with a bit of filler.
DWT and FBT give you access to the Gems.
If I understood the various comments right, we have a Carbuncle. We can still glam it to look like one of the various Egis, but it doesn't attack, and it has some support abilities. It is unclear as of now (unless there has been some new update) what order we get our skills in. A few people are planning on creating alts to try our and see how leveling goes as a summoner, but as noted before, we'll have to get our hands on it first.
So... yes, i am happy cause i think the egi's were an insult to the legacy of summoners. The way they will work now is more akin to the FF games where they are attacks. They appear on all their glory, make their trademark attack and buff your abilities. It is great.
My only concern is about the cycle. I think these summons should be cooldown based. This way they can add more as they go along in expansions. The way it is now, it's a cycle between Garuda, Titan and Ifrit and i don't know how they are gonna implement more, unless they implement them 3 at a time and make another cycle between phoenix and Bahamut. But, yes, i'd like to see more. I hope this implementation is something they can expand on.
But, atm and that is very important, more than fall into design pitfalls from thinking too much about what comes next at the cost of fun (cough WoW cough), what is important is that it is enjoyable to play. It seems to be from where i see. So, lets worry about the future when we get there.
I'm hugely enthusiastic about the changes personally. Summoner has always felt more like a poison mage than a summoner for a very long time. Bahamut and Phoenix are great, but they only available late game (70+) and until then you're left with the Egi's which feel very underwhelming by comparison. Not only do the Egi's pale in appearance to their counterparts, but the damage they contribute is far from impressive, even with Enkindle. DoT's just aren't as useful for large crowds of enemies as AoE nukes are, since you need the whole timer to tick down for them to deal their full damage.
This change feels more on point. No more DoT, just straight murdering everything as hard as you can. Moreover, imbuing yourself with the aspect of the summon to cast like-element attacks is genius! Summoner has always been my least favourite magical caster in FFXIV, when it used to be one of my all-time favourites (especially from FFXI). That's a hard fall from grace, but this update gets me excited for Summoner again.
Can't wait to roll out my Summoner when Endwalker hits!
Im happy with the changes, and i cant see SMN getting other primals cause it would be a 5min rotation lol. Unless we get some abilities of other primals, but i dunno if it will happen.
This. A million times this. Thank you for that really, I couldn't agree more.
Seems the game is slowly turning into a cellphone game (for anything other than ~1% challenging content SE implements from time to time). No one wants normal gameplay to be Extreme or Savage level of hard, but hard dungeons should be hard whenever playing synced, not matter the equipment, and normal gameplay should be at least twice as hard as it currently it is (and that would still be far easier than savages, just not braindead autoplay current levels of boring bland gameplay). Open world content needs much more love in this game too.
So I counter the skills, and SMN has 24, subtract role skills and it’s 19 minutes Physick and Res and its 17. That’s alarmingly low for a 90 job. No job currently has a skill count that low, no more skills doesn’t mean a better job but try fitting this in 50s content, or ultimate tiers in 70s and 80s.
Suspiciously the summons have a Omni Skill they use together kinda like Ianjitsu where it varies, and then overrides Ruin III, they still have Fester (change the name at least) and Energy Drain/Syphon aswell as painflare. We don’t know what role Ruin IV has to play or that other weird skill that only changes when you use Demis, but so far this job seems very shallow. I mean during the phases it seems all your doing is casting instant spells, ifrit is the sole exception as your doing long casts? And a gap closer of all things? and Energy looks to be lateral with no interplay between the trances...so far at least.
But again I don’t bye into the hype of visuals of the job plays like lesser BRD
Number of buttons isn't a bad thing per se. The most engaging PvE I've played in an mmo limited you to 9 skills, but the skills all doubled up in their functions and they all interacted with other parts of your kit, and you had a bunch of passives to manage and benefit from as well. Not to mention the raids were really wacky and active with lots of reactionary elements as well as pattern recognition.
My biggest worry right now is how the lack of cohesion with our resources persist, the focus point of the rotation still seeming misplaced, and, probably worst of all, how the "breaking point" of the class is still within sight.
What is aetherflow/ruin IV still doing here outside of giving us something to do between our instant casts?
Why are our BIG FLASHY SUMMONS (demis) just cooldowns to passively wait for? Why do they build up our weaker primals? Why do our weaker primals expect more of us than the big flashy summons in terms of rotation variance and risk? (ifrits long casts/melee skills, titans fast weaving, garuda's floor dot placement, vs bahamut and phoenix's 111111 spam + 3 presses of ogcds)
And what are they going to try to expand our rotation after they add in the last 3 ARR summons to the tail end of phoenix phase? Add a demi primal and extend our rotation by another minute? Overwrite parts of the rotation that they just spent the time overhauling? Heh, maybe more pet interactions that you can weave in during casts like you could in SB. (That'd be cool actually. SE, do that. Give my carby some dots for me to manage. Let me have a curse dog. >:3c)
I don't see a reason so far to be concerned. Personally I've been a SMN main since 2.0 and there's a lot that they would need to do to make that change. There's going to be a change in the flow of combat and in timelines of battles but that's changed every expac so it's nothing too new or jarring, really.
Am I concerned about Summoner in 6.0? Yeah definitely but also a bit hopeful. I really hated the changes to Summoner in 5.0 to the point I swapped to BLM and never touched summoner again. So the idea of more changes fills me with a certain dread. On the other hand it might be that I will like the new system.
I am willing to give it a try when 6.0 hits and see how it goes.