I love what they are doing now. I am finally leveling my smn to 80 so I'm ready for the changes to come in Endwalker. The only thing we need now is for better looking gear I hate my smn gear and mage gear looking like his wearing a robe.
I love what they are doing now. I am finally leveling my smn to 80 so I'm ready for the changes to come in Endwalker. The only thing we need now is for better looking gear I hate my smn gear and mage gear looking like his wearing a robe.
Goodness. A quick google search shows that Carbuncle's role has indeed been support in almost every game it has appeared in. To this day people are not understanding that the buttons *change* and thus your abilities work completely differently. Ruby Rite/Catastrophe does not work the same way as the Emerald or Topaz versions of the abilities.
All the explaining in the world will do nothing for those who for whatever reason refuse to let go of the poison mage of the past despite the fact that Summoner should never have been twisted into such a role in the first place. In any case, no matter how loud and proudly they may boast on the forums it only takes 2 seconds to find people on every other social media platform who overwhelmingly agree that old Summoner was a confusing mix of everything and nothing at the same time and tens of thousands who celebrate the rework.
In any case, I defer back to my points summarized in the first page. Summoner should have never been co-opted and turned into a warlock clone that eventually went on to reach complete stagnation and was so far removed from what a Summoner was that it had to be rebuilt from the ground up again. Is it as complicated as old Summoner? Of course not. That's precisely why so many peopled hated the old version. The new version has mechanics that change depending on the summon and most importantly of all-it's actually fun now.
December 3rd can't come soon enough.
Great job guys, look what you have done. And we are back at it... Sigh.
They really are ignorant aren't they. Even Larryzaur says Summoner in 5.0 has you cast Ruin 3 more then any other ability. The different summons give the same couple buttons different effects and will have some nuance based on the situation.
All I am seeing is some butthurt SMN mains that hate the rework.
How about all the ppl in this topic, who don´t even do more than casual content, but calling the new SMN "a real summoner", when it´s nothing but some visuals without any deep gameplay? (Oh wait, that´s everything serious casuals looking at, visuals while spamming 1 button!)
- AFK carbuncle
- 1 button press for some primal animations called "burst window"
- less buttons in your rotation overall
It´s not better than its previous version and even farer away from being a real summoner who interact with its summons.
You guys can be happy with it as you want, i don´t mind. All i see is e.g. Squall as Gunbreaker (NOT SMN) using a crystal to use a GF action in FF8. Fact is, that it´s gameplay-wise NOTHING and all the hype will die within 1 week for sure. Going to wait for all the new topics about "How lame SMN became." and all the new issues with it.
People will say "Wait for 7.0! The rework was just a start, the job will get more complex" even though we saw 6.0 MCH and it is still brain-dead.
7.0 SMN will have Shiva, Levi and Ramuh as post-Phoenix primals, but they will mirror Ifrit, Garuda and Titan. Levi will be water Garuda with a placeable DoT and a fast 1111 spam; Shiva will be ice Ifrit with two casts and a melee combo; Ramuh will be lightning Titan with the 121212 spam.
It will add literally nothing to the job but the flashy boom boom gang will be pleased to see Ice Ruin III, Lightning Ruin III and Water Ruin III and SE can convince themselves they nailed it by adding nothing, just like with MCH.
Truthfully, this fixes some issues from 2.X-5.X SMN while introducing others. Neither job is perfect but no job ever will be.
The way I see it, we'll have 3 groups:
1) People that like ShB and before SMN gameplay but doesn't like EW so they won't touch it
2) People who didn't find ShB and before SMN fun but will enjoy EW SMN
3) Those of us that played SMN through all of its ups and downs from before ShB/at ShB who will stick to the job.
None of these are bad, just a difference in perception or opinion.
Honestly, I'm withholding judgment until I actually get to play it on December 3rd, but being a summoner hobbyist since HW my hope is that the class plays more intuitively in Endwalker and that the C U R S E D O P T I M I Z A T I O N is a thing of the past.
The game is made better for having both simple and complicated jobs. SMN even right now isn't very complex, outside of wrangling the stupid pet and finger gymnastics because of bloated bars. They're also maintaining most of the core of the classes (new) identity, primarily a slightly shifting rotation depending on phase, combined with summons.
I mostly am annoyed with MCH because its base rotation will see the heat gauge overcapped naturally, wildfire is just a redundant skill at this point and doesn't feel good, and honestly they could remove wildfire and make Barrel Stabilizer both start wildfire and hypercharge without giving any gauge, reducing 3 button presses to 1, and it would actually just fix the majority of MCH's current problems aside from ping issues and hypercharge anxiety bars, same problem both BLM (AF/UI timers) and DRK (Blood Weapon) have going into EW.
To put this into perspective, I don't hate that SAM's a complicated class, I hate how overbearing skills can be on it as well as its skill bloat. It doesn't need 35 buttons to preserve the complicated parts of the rotation. Hagakure (SB) and Tsubame-Gaeshi are the only 2 buttons that are truly dumb about the rotation, and fixing it helps smooth out the class without disrupting its overall complexity. While Tsubame isn't being fixed, it is being made easier. So there's that.
My point is mostly that I don't care if SMN is a simpler caster. As long as it feels good to play. We want every class to have a low skill floor, as low as possible glares at BLM in Savage but having variable skill ceilings is important. Which is why I don't really take a comment of players complaining about Bard as: "A lot of effort for no real reward" as holding water. A lot of effort is fine if you enjoy the style of effort that class has to offer. Playing it becomes its own reward. You just want to smooth it out as much as possible. Also, simple doesn't mean brain dead. MCH isn't brain dead, it just doesn't make super important decisions for every button press. The difference is that each micro-decision adds up over the course of the entire fight to express as a wide variance in performance compared to other MCH, so you do have to care.
Interesting how so many people feel like complexity is directly proportional to fun factor when it comes to SMN.
That's not that surprising if you think about it. The job used to be complex, so naturally it attracted a lot of people who derive fun from complex gameplay. Smn also got a lot of mch-refugees who fled the job after their Stormblood casualization. Fast forward to today, and you have a disproportionate amount of people like that represented in its demographics.
It's like if you asked why so many BLM players think bigger explosions are correlated to more fun, the job design selects for people like that.
Real summoner as in "real final fantasy summoner". I agree with everything else you say but the name, NO. Names carry expectations, in final fantasy a summoner is NOT what we had since ARR. They tried to come back to it (thankfully) with Demis, but we carried the load of the ARR design of dots and wanky pets.
It may not be a good warcraft, or aion or teso summoner, but it is a good FF summoner take. It comes at a cost here, of some complexity. Will it be enough to deter huge amounts of people ? we'll see, we know from here that at least a non negligible portion won't like it.
I can play current summoner quite extensively, yet I'm liking the idea of the rework. Because it finally goes in the right direction thematically, so I don't want to get in the path of that. I'm a bit afraid that criticizing too much the mechanical aspect would be confused as a critic of the thematic as well.
If devs make changes, i would like to add complexity to the remake, not revert to the current one.
As I already said elsewhere, I'm just sad that finally having our final fantasy summoner fantasy will cost people who don't really care about it the mechanical aspect of current summoner that they appreciated.
Yoshi said they made lots more changes since the media tour so I’m hoping they added more summons to the summoner kit. I am a summoner main and just summoning the same 3 primals after each Demi summon does sorta suck. So I’m hoping they’ll at least give us Shiva, Ramuh and Leviathan for Demi-Phoenix.
Please don’t make us wait 2 years just for that.
Probably potency changes. Albeit very slight. I think Ifrit, Titan, Garuda, Bahamut, Phoenix, Carbuncle are all the summons SMN is getting in 6.0 which honestly is pretty nice. If we get Shiva, Ramuh, Levi I imagine it would chain off of Phoenix.
Or they just offer summon glamour to change ITG into different summons.
The more I stew about the SMN change, the saltier I get about it. End Walker carbuncle is basically https://i.ibb.co/StBsTmP/EW-carbuncle.png, a glorified double minion.
SMN's "big summon" move to activate whatever elemental phase is recycled HoH's magicite, just reduced to a single target or smaller AOE.
Pet System is stripped away, and any remnants of it are still on SCH until Squenix decides to find a way to butcher that system.
Redundant, but my only hope at this point for a return of that pet system is it being put into a limited job like Beast Tamer.
I expect the only change aside from potencies we may get would be maybe Carby autoattacking but even that seems unlikely at least until maybe Pandaemonium is out
I don't see Carbuncle attacking again being likely because the devs have the choices of making the Summon skills more beefy and impactful by sacrificing both DoTs and Pet autos or making summon attacks do less damage while your pet autos.
Personally I'm fine with losing our glorified DoT in Carbuncle/Egi because it puts all of the SMN's damage under complete player control which I am all for.
To be fair, Carbuncle has traditionally just been a support summon. Having it do damage was a departure from the norm, so they're just returning it back to its form from the other games.
The game is called Final Fantasy XIV, not Final Fantasy The Norm. They can and should take some freedom when it comes to job design (as they already did, many times, with plenty of jobs).
A norm, when it comes to Summoner, doesn't exist. Summoners work in different ways in different games. The only thing they have in common is - not suprisingly - that they summon things.
People always liked to use FFXI as an argument as to why XIV's SMN is 'wrong' because it was missing XI's big summons. I'm sure the same people aren't using XI as an argument as to why Carbuncle needs to attack again, although that's what it does in XI too. Weird, uh.
Not to mention that new SMN is far from the 'norm' too, unless we want to act like a summoner becoming a geomancer is how it has always worked in Final Fantasy.
"Classic FF summoner", "norm" and all that are arguments that should have died a long time ago.
You are absolutely correct that FFXI Summoner's Carbuncle can deal damage. It can deal small amounts of damage whenever you summon him before you go on to obtain your main summons: Ifrit, Shiva, etc. His attack abilities are Poison Nails, Holy Mist, Meteorite, and Searing Light. Otherwise, he leans towards support abilities. As he has done so in the majority of his appearances. Funny how one of the more popular versions of Summoner is one of the standards people hold FFXIV's summoner to.
In any case summon magic in general has a traditional way of working wherein we summon the thing, it does the attack, and then leaves. If it works great as a pet that can hang around that's fantastic. Egis however were useless and their appearance has been a meme for the past 8 years. Why was Titan suddenly reduced to a chicken nugget when he is the God of Earth in some games? Why was poison magic dealing more damage than the actual summons, the point of the job?
We are not hurting in terms of offensive summon magic though everyone agrees that we would like to have more pets. They are probably coming in the future, now that the job has a clear and focused goal. Please look forward to it!
Which is why Carbuncle getting autoattacks again wouldn't be a problem because it would still keep the focus on supporting abilities. I don't even want autoattacks back because I care specifically about autoattacks, but because I want Carbuncle to get a better purpose. Searing Light and Radiant Aegis could very well be skills of the Summoner and not only the aesthetics of the job would be improved, but its functionally would get better too because it makes no sense that we are locked out from using two skills every time we summon.
The things you mentioned either still persist or took another form. We still have Egis (for 89 levels!) and you actually have to see all of them every time now. They should have made primals available from level 30, but instead they decided on making the job an inconsistent visual mess.
We don't have poison magic anymore, but a large portion of our damage comes from Verfire 2.0, Verstone 2.0 and Veraero 2.0 now and not the summons themselves.
The egis appear, do a thing, then get off the screen. Would it be better to get the gem summons sooner? Absolutely. However seeing as how this isn't the last FFXIV expansion we'll get to use our new gem summons for multiple rounds of levelling in 7.0 and beyond, plus the new ones which are likely on the way.
As for the new rite and catastrophe spells of course a huge chunk of damage comes from them because it is magic derived from the primals we just summoned. Bio and Miasma had little to do with anything. We build up to and cycle through the summons and get to use their magic in between. Certainly feels a lot more like Rydia than using poison magic. Thematically it's on point and I can't wait until Shiva/Leviathan/Ramuh are added into the mix.
SMN looks really good, the one major gripe I have is the charge and melee skills from Ifrit.
Not a fan at all of melee Caster, reason why I didn't like Elementalist in Guild Wars 2.
Seemed like an odd choice to me but I'm fine with it overall. We'll have such high mobility that we will likely just dash+smash and walk away after using another summon.
The way I see it is RDM gets stuck in melee range for at least 3gcd and we only need to be in melee for 1-2 depending on if you count the dash as in melee.
I can’t log into the game. I feel paralyzed because I can’t play the new SMN yet. I am so excited.
I like how every argument about new summoner is about how the pets work and look. Nobody actually talks about how it feels to play the job, how much dmg output it will have and how much will it fit into actual playstyle in a video game.
I know that many gamers in FFXIV play for the looks but I heard many people complaining about Dark Knight having the issue of looking cool, filling the role of a Dark Knight, but being the worst out of the Tanks... I don't want this to happen to summoner...
I want a job that feels good to play and not just looks good to play. Also, I don't get people who say "summoner has no summons now" then waduheck is Bahamut and Phoenix? :D I am so confused. To me it actually feels good that you cannot just randomly summon this powerful beeings randomly, but you gotta work for it. With new summoner it will feel like we are Mary Sue's like usually WoL is in the game.
I wonder how new summoner will look like in lower level content. Will we not be able to use all summons there?
2 pets does not a Summoner make when in most games they have at least 10 summons if not more. Bahamut should have been added in Heavensward. Egis look like floating salads, not the summons of past games.
In any case in comparison to dot juggling and broken pets the gameplay can't get any worse than what is known as the "carpal tunnel job" in the wider community outside of more insular circles.
To your first point, only the people on media tour know how it feels and all said it feels smooth. We won't know about damage until Friday for Early Access but atm theorycrafting says we're 2nd of 3 casters in damage. There's a few complaints I have: we should get multiple stacks of R4; Phoenix shouldn't be an unavoidable DPS loss vs Bahamut; the damage increase from egi to pseudo-primal attacks doesn't feel high enough. All of these could be changed by launch though!
As for low level, pre-30 we'll have Emerald, Topaz, Ruby Carbuncles which will do the attacks. Post-30 the Carbuncle will be replaced by the corresponding egi and at lv90 all egi will turn into the full pseudo-primal. Our core rotation will be pretty set early on which will make low level syncing SO. MUCH. BETTER!
No one called it a carpal tunnel job. MAYBE launch 5.0 summoner when you had to weave the egi assaults, but they fixed that up right quick. Flavor aside, the moment to moment gameplay looks like a straight downgrade, and I reckon that's where people's problems with it generally lie.
I think I'll enjoy the new Summoner but I can sympathize with those that dislike it since SMN is getting a MCH rework. It's being heavily dumbed down and those that think otherwise are fools.
I can absolutely sympathize with this. It's a lot less complex than current SMN but I don't feel complexity=fun. I don't personally like MCH gameplay but I really enjoy DNC. Both are on the bottom of the complex list but how they play and what they do makes the difference.
As I said before, there are definitely things that I think should be changed/that i would like changed but as it is now, it looks really fun and smooth to play. Super excited for EW to relearn everything so I can do MSQ lol
"No one called it a carpal tunnel job"
https://i.imgur.com/yqn9iXQ.png
https://i.imgur.com/gGFV7P9.png
You were saying?
Despite whatever fixes they implemented after 5.0's initial version of the class it is still widely regarded as *the carpal tunnel job.* And yes, dumbing it down is literally the point. There was nowhere left for the job to go with how convoluted it was. This is not new information to the playerbase outside raiders who I guess do not interact with the community at large for whatever reason. Complexity should come from fight design and the level of content you choose to tackle. Not from grappling with poorly designed controls.