I didn't realize a Summoner was a buffer. I must be playing a different game.
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3.0 was the "future", the promised upgrade to all jobs and SE has made it clear they don't want to focus on pets in their only pet class.
You are correct, SMN and BLM are the only dps jobs that don't provide a party dps increase with buff or debuff. Don't believe me, see Dragon kick, Disembowel, Trick Attack, and even Storm's Eye. So why can't SMN and BLM get some love? Good come back though for why SE shouldn't focus on pets.
Whichever brings the most DPS, will become the mainstream. Let's talk raiding situation.
Look at Ifrit vs Shiva: The AoEs from Shiva is going to have less potency then Ifrits attacks. So we have a DPS loss there. So let's look at this TP regen, this is adding utility to SMN in the form of helping the other melee DPS, but if this is too strong you invalidate a Bard, or a SMNs DPS because the Pet is weaker. If a BLM is doing more then a SMN though, you have more of the current problem. Whatever gives higher raid DPS will be the go - to. If Shivas Potency is as strong as Ifrit or stronger, Shiva > Ifrit. If giving infinite TP to melee is too strong, it's going to be balanced with the Pets DPS and if it's not it invalidates Ifrit.
Leviathan - Pointless. Even in progression, nothing will be un-healable among the actual healer abilities. Again sacrificing DPS, for no overall gain. It's also often better to push some phase to avoid mechanics that further increase healing which requires DPS.
Ifrit - A DPS buff to melee? That's at least 3 - 4 classes in any given party. Nothing would be able to beat this, not even infinite TP Shiva. Very strong contender for the go-to unversally.
Ramuh / Garuda - Depends on how much this baseline buff could compete against Ifrits overall DPS and if we use your idea of melee buff, it wouldn't hold a candle to it unless it was seriously OP, at which case they would invalidate Ifrit.
No one needs to be lacking imagination here. It's just a constant balancing act and then on top of that preventing one pet from emerging stronger then the rest. As soon as one is too strong, the rest become bloat and this can't be avoided in a one-egi maximum setup.
SE never once said that the upgrade would include Egi changes for the launch of 3.0...that was your assumption, nothing more. So no it wasn't "the future" it was your presumptuous future.
Fact of the matter is, that many people here (myself included) have either claimed that SMN needs more burst potential, or that it needs more focus on viable Egi/new Egi. SE has addressed both of these concerns and chose to prioritize the burst potential first. Then they will work on the Egi, but either way we will have our Egi. All this boils down to at the end of the day is people selfishly bitching that their needs/wants were not met first....but what about other peoples needs/wants. SE has confirmed they are addressing both so we will ultimately get both.
Well let's talk non raiding stuff and on stuff we do on a daily basis.
Ifrit - Boss fight with a melee heavy party
Ramuh - boss fights with a range heavy party
Shiva - trash mobs with melee party
Garuda - trash mobs with range heavy party
Last two are break glass situations like the new tank can't hold hate and mobs keep going after healer or tank dies and need emergency tank real fast.
Key word is situation and a pet that fits well. But whatever, SE made their design choice and now we get to make ours. I'll most likely change to Astrologian because it seems like a gambler class that I've loved in FF.
Feel free to review my post and feedback on SMN for the past two years. The community has had many great SMNs providing useful feedback. SE said they are going to focus on Summoner, not summoner's pet so that is that but instead adding glamour for Egi skins.
Dungeons? Maybe the AoE Pets can be interchangeable depending on the buff they add, and what is your fellow DPS true, but their default attack would have to be AoE also, otherwise, the single target pets that are doing stronger damage like Ifrit already can still best the "AoE" based ones if things are dying fast enough, which they tend to unless your total DPS is that low.
Ask yourself right now, what defines Garuda as the "AoE" pet right now? It's simply Contagion. If Contagion is rendered useless? Ifrit wins hands down including on trash mobs.
What you're saying, for example, is adding new effects sure but more to have something different, with no regard to howthe damage will balance out. So basically adding egis to add them without giving them a definitive situation they will ALWAYS be better.
Look at Garuda vs Shiva: If Contagion stayed on Garuda? Unless Shiva is doing much more AoE damage (assuming shes not getting a Contagion like ability also) she won't win. If she IS doing that much more AoE damage, Garuda loses by default. Take away the utility, and whatever adds more damage will come out at the top. Add back in the utility and it's still the same.
Aerial Slash has a 5y AoE and Aerial blast is instant 5y AoE. My normal trash mobs don't live past 30sec anyway so contagion is moot point. Ifrit requires positioning next to the tank for Radiant Shield to be useful and his Flaming Crush is only 3y. Also add the fact the Ifrit tries to return to you before attacking you next target adds to a dps loss. It's hard to actually parse since I pop Garuda and Ifrit in the dungeons but I know my method of Garuda on trash mobs and Ifrit seems to make things go smoother and fast than when I just had Ifrit out.
*Note* I did try using Ifrit on speed runs but kept getting mad when he missed Flaming Crush and mob died before Inferno DoTs were done ticking.
Actually I never said there wasn't people offering "useful feedback".....I was merely making a general blanket statement, as the majority of this feedback was either suggesting how SMN could have better burst potential (like the many Enkindle discussions) or how SMN could have a better focus on Egi (like your previous suggestion) that I did not disagree with by any means I think you'll find, and in fact I like your suggestion as it incorporates the utility/support abilities the Summons had in FFXI.
However my actual point was about how you seem to be insinuating that SE are abandoning improving the Egi by making "it clear they don't want to focus on pets in their only pet class" or that they "lack imagination"....those were your words babe.
You can not expect SE to have addressed both of these issues at the SAME time whilst developing the rest of HW. If you think otherwise then you are sorely mistaking the amount of effort and dev time that had to go into HW....SE had to make a choice as to which would come first (Burst or Egi)....that does not mean Egi's won't have a focus in the future.
I dont think giving the Egis totem like skills would ever be a good idea. Seeing as they have dynamic damage values between pets and varying purposes it would be rediculous to balance on top of how hard it is to balance a DoT class.
Ifrit with a 5% melee passive at current gear would be a 100 Party dps increase.
Garuda with 5% magic passive would be awesome for AOE situations. But....who cares cause aint noone gonna bring a BLM anymore.
Flaming Crush is 3y whatever he's hitting will at least get hit by it, but why cant you simply have him attacking the mob in the middle of the group? Even if he wasn't. Lets just look at the single target damage.
Three mobs not lined up in any particular way. Garuda 30 second cd is her only AoE attack at 90 potency.
Ifrit's normal damage is 120 Potency but let's assume his AoE is going to hit at least the one mob he's attacking.
Garuda : 3 x 90 is 270 + 100 + 100 + 100 + 100 = 670. Let's say we give her the benefit of the doubt and say she gets an additional attack when she casts Aerial slash for a total of 770 (which doesn't necessarily happen because Wind Blade has a cast time).
Ifrit: (120+ 1x110) + 120 + 120 + 120+ 120 + 5 AAs = 710 (Not factoring in the AA damage) In 5 - 6 GCDs, he's already surpassed Garuda in overall damage if his AoE hits only one mob.
Solely Contagion is the deciding factor.
Enkindle: Both of them are AoEs. Ifrits takes at least 9 seconds to overcome Garuda's, not a full duration of 15. The only difference is the cone vs the 360 around the target.
Well lets be realistic though, 3 mobs was before everyone learned about speed runs. We are talking a minimum of 6 to 9 mobs to AoE. Normally the tank is moving around alot to dodge AoE so the middle mob soon becomes the back mobs and vice versa. Give garuda a try on your next speed run and you might be surprised on how smoothly it goes, but you have to use aerial blast or shes useless as speed run pet.
I don't get it. Why are you ok with assuming Garuda's AoE is going to hit 6-9mobs but Ifrit's can't?
Using your own example about how the middle mob moves to the back, why would the one Garudas targeting be immune to it? Hers would hit fewer targets as well. If you were to then say well you can click another mob and use Aerial slash on the new mob, why is Ifrit incapable of retargetting a new mob and using his AoE?
My point is, it's hardly a difference maker. You can play both of them to their benefits and correctly, and Garuda barely edges ahead but its all on Contagions benefit.
Magical potency =/= physical potency.
Ifrit will consistently deal less damage with his abilities than Garuda.(he pulls ahead in single target through basic attacks, but only slightly)
The main exception being enkindle, which is magical potency for all three pets.
Here's a picture of my combat log comparing Aerial Slash with Flaming Crush.
http://imgur.com/edykLCN
You can argue damage variance, but let's be honest, there's no amount of damage variance that allows a 90 potency attack to deal that much more damage than a 110 potency attack.
Aerial Slash has a 5y radius, Flaming Crush has 3y. Garuda has a larger kill box.
http://i2.photobucket.com/albums/y15...psfocrfh2u.jpg
You see that add to the bottom right of the tank word bubble? Can easily click obey on that and flaming crush all of those, with pretty much minimal movement, not enough to miss a GCD and worth the cost because it would do 20 more damage per mob over Garudas.
Also I like how the picture is skewed a bit to not appropriately reflect an actual mob clump. Usually every mob would gather on the tank unless casting some ability. Also unless you are targeting the invisible mob in the middle where Ifrit would be located, the center of your circle could not possibly be located on Ifrit this is also entirely assuming, the mob Garuda is targetting automatically is somehow in the middle. You would eventually have to refocus her to even attempt to properly display what your picture is showing to aim that Aerial Slash.
I think ultimately if Dyvid's idea was going to work without much balancing issues, it would need to be simplified down. Maybe each Egi could each get an attack that adds a single status effect debuff.
Shiva - Freeze
Ramuh - Paralyze
Leviathan - Silence
Titan - Petrify
Ifrit - Heavy
Garuda - Confuse
Even then though I'm not sure this really gives the SMN enough of a reason to actively use each Egi. Some people will always just use the Egi's that they find most aesthetically pleasing, not caring about added status effect debuffs or an extra bit of DPS. Some players are more casual in their play style (choosing to only use Sic for example) which is fair enough, but they also need to be accommodated. SE probably made the right call with the glamour system and choosing to focus on building up the Ranged, Tank, and Melee Egi types. Any other method will either cause an unnecessary balancing issue, or just be small, simple changes (like status effects) that make negligible difference to the Egi's overall.
What would definitely be useful though is more healing spells for SMN to use exclusively on the Egi. After a while Sustain just doesn't cut it, especially in Keeper of the Lake. Or maybe if Egi's were added to the party bar for all to see then the healer could keep them up.
Actually the lack of decent healing abilities to keep the Egi alive kinda makes the whole emergency tank Titan idea fall apart. Even if Titan were to get a proper provoke his HP will still start to fall very quickly once he gains hate, which Sustain/Physick would not be able to counter that well. Therefore Titan would either die rather quickly, or SMN would have to sacrifice DPS in order to focus on healing Titan and would still likely fail in a proper emergency situation.
You can't compare the two by potency. Ifrit's physical attacks all hit for ~70% the damage per potency that the SMN/Garuda's magical attacks hit for. Burning Strike + Auto is 180 potency (120 + 60), but its actual damage would be on par with a 126 potency magical attack. Adjusted, Flaming Crush would be about 77 potency to Aerial Slash's 90.
Oops I thought the point of this thread was how SE screwed SMN by not providing more egis and now we need to stick it to the man.
This is why I say were talking about an ability that has a heavy CD. Even if you were to factor in the magic defence vs phys defense, still doesn't lead Garuda to beating Ifrit unless my math is completely wrong.
Let's use your calc but instead factor in AAs
Garuda: Garuda : 3 x 90 is 270 + 100 + 100 + 100 + 100 = 670
Ifrit: 126 + (1 (mob) x 77) + 126 + 126 +126 +126 = 706
I'm even giving you the benefit that Ifrit is only hitting 1 mob with his AoE while Garuda is hitting at least 3 with hers.
If we assume Garuda is ,let's just say able to get an additional attack in the same time frame, she winds up at 770. Ifrit beats that in 3 more GCDs. If he hits more then 1 mob with flaming crush? overtakes her completely with her hitting 3 by default.
Correct me if my math is wrong somewhere.
The problem with this statement is that we're not insisting on getting anything first. Black Mage became their priority in 2.2/2.3. 2.4 saw ninja and seriously screwed SMN up by putting spell speed on every piece of gear. We are over a year out from the time Yoshi said we would get new egis (Tokyo FATE 2014). I really don't see how this could possibly be us being greedy and demanding we get our things first. We've been last on the list for more than a year and we finally got tired of being stomped on, but heaven forbid after a year we ask where our promised fixes are.
I mean if you guys are playing the same game I am playing, pets do not respond remotely as fast as we'd like them too. If you want to focus the pet way more than yourself as a caster without knowing the current limitations then I honestly don't understand anything anymore. If anything pets should get more attention as being supportive towards the party itself so I was hoping our current pets are going to get reworked towards that objective. Also, having 5-6 pets is not that great knowing that every pet may or may not have an advantage over the other during certain fights, it's not that easy to deal with. s:
I don't think anyone's asking that the pets be left as they are while adding equally encumbered abilities to them; it's probably just that the kind of revisions that would be necessary to make pets respond at reasonable speeds aren't what come to mind when thinking of "additions" to the Summoner arsenal. Personally I feel like the majority of the Summoner issues originate simply from pet movement, their attack/queue mechanics, and their control scheme, and find it only common sense that pets won't become an especially enjoyable element of Summoner gameplay until those are fixed (...and probably until the pets carry some value through their abilities, procs, or coordination enough to make a Summoner really want to tunnel some part of his personal gameplay done for the pet's benefit, and to actually keep an eye on his pet to some extent to predict when the pet will next be buffing him in return).
Once the pet becomes able to respond quickly, much of the apparent gap between what is a caster ability and what is a pet ability goes away, leaving us with the versatility of multiple pet types without the drawbacks of massive delay. Improve the pet controls and attached AI and in general it will feel more like doing what you want to do, with the benefits of another angle and set of attack(s), rather than what you can squeeze out of your obligatory turret-thing.
Oh don't get me wrong I get why there's disappointment because acquiring new Egi was going to be my top priority in HW and will continue to be a priority for me when new Egi are finally released. I do love my Egi and was disappointed when the release of new Egi was pushed back further. However there's a difference from people being disappointed (like you and I) and people who are irrationally bashing SMN's new abilities as if it's in some way breaking or ruining the job. When in actual fact these new abilities are perfectly fine, not only do they fix SMN's burst DPS issues, but they also stay true to the lore.
Yes perhaps the new ability could have been triggered from an Egi, though technically that Bahamut head is a temporary Egi so it all depends how you choose to look at it. I personally choose to see it as an Elder Primal summoning, with the regular Primals coming as Egi. So ultimately we are getting both, so wheres the issue? Surely as long as we get new Egi (which we will) then that's all that matters, just need to be patient and trust SE.
Ok... One more thread about summoner! One more!
1) I'm pretty sure devs, yoshi or whatever doesn't consider forum feedback to change or not to change current or future jobs. If, lets say, 10% of dpss are smn, devs are ok with it and "in the right path". However, they will not let a job underpowered. So, buffs/nerfs? Yes, always! Complete rework? Keep dreaming.
2) I'm not saying this in a rude way, its more like a friendly tip: If you are not happy with current summoner, change class or go play something else. I really wanted a samurai/ronin/blader job, but I don't have one. I complain about it? No. I could play Ninja because it's something tiny closer to a ronin, but I *can't* because my ping is 135 and mudra lag likes to troll me. I complain about it? No! But FF14 is a nice game, I dont want to stop playing. So, I glamoured my PLD with cloths, Zantetsuken and the smaller shield I could found, because that is the closer I will be from a blader class. I will do the same with DRK. I complain about it? No! I'm having fun? Hell yeah!
You guys need to learn to live with current smn. You're paying a monthly subscription. Don't spend it in something you guys aren't having fun with. And please, stooop summoner complaints threads >_<
I get the complaints the kept Yoshi kept saying Summoner's won't receive new Egis until expansion because it will be unfair to add new skills to one job without adding them to others. This live letter developers said that new Egis wouldn't add anything to the Summoner's arsenal so it goes back to why didn't SE just give Summoners new Egis through patches since they don't add anything beyond superficial abilities. Adding new Egis is equivalent to giving us another pet glamour slot according to SE.
Lack of imagination?
What about a ranged physical dps (Shiva + bow) ? a summon with an extra DoT we could bane + paralisys (Ramuh) - A pure AoE with a water pool like shadow flare egi (Levi)
What about some situational defensive/crow control skill pets?
BLM: Heavy 40% x2 - Bind x2 - Sleep x2 (pvp) - Slow - P. Barrier - Magican Barrier- Reduce magical defence debuff (pvp) - Increase magica defense buff- reduce enemy 10% dmg (eye for an eye)- teleport to a friend- sacrifice health for mana-
SMN: Heavy 40% - Bind (really slow cast and huge mana cost) - Virus- Eye for an eye
Options... is all about having options...
Well what if SE introduced an elemental wheel that only affects the Egi and nothing else. This wheel would be invisible for the most part and would simply be a series of coding that dictated what Egi was strong/weak to a particular element.
So for example when an Egi encounters enemies of an element type that it is strong to (like Shiva against Fire) the Egi would gain a noticeable increase to attack potency. However if the Egi were to encounter enemies of the element type that it was weak to (like Ifrit against Water) then the Egi's attack potency would noticeably decrease. Also if the Egi were to encounter enemies of the same element then it's attack potency would be unchanged.
So in basic terms all this elemental wheel would be is an attack buff/debuff system that effects only the Egi based on simple elemental counters. This much like FFXI would give a use for an Egi of every element and would be of great use when running Primal EX trial's for example, as each trial would require the SMN to use a different Egi. This would give SMN at least 8 useful elemental Egi as well as a 9th non elemental Egi. This non elemental Egi would not be effected by the elemental wheel, but that also means there will never be a situation where it's attack potency is increased or decreased. Meaning in a number of situations like the Primal EX runs an elemental Egi would be preferred.
A glamour system could then also be introduced in the event that multiple Primals of the same element are released.
The issues that you stated are the ones I already pointed in my post, and so far they haven't been addressed as they should've been so naturally asking for more pets just because more options will create some redundancy. I actually want the pets to get better and have new abilities while improving the job itself by giving more power to the caster. The more power you give to your pet the less your gonna get in terms of control. If pets were more supportive as pushing our dps higher or providing buffs than dealing dps themselves that would be too good, then I would gladly look forward toward new pets and combine abilities and switch 'em up.