We are a month into the expansion now. It is time to get over it.
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We are a month into the expansion now. It is time to get over it.
They definitely simplified things a tad too much, noth smn and mnk got decent reworks but there is for sure the feeling of something missing...
"It was bad". What was bad? It didn't summon things? First off, it did, as I already said. Also I already agreed thematically speaking, it is headed in the right direction now. So really don't know what you are going on about. The dots? Just some spells that tick over time.
The changes open up opportunities for what? More summons? more interaction between abilities in game play? The fact of the matter is you have no idea what it will become. I'm basing my opinion of the game play (which has no room for personal player growth) as it is right now, in this moment. Not what it could be in the future in some magical happy place that may or may not happen. When and if they expand or change it to be something more, then we can talk about this opportunity you speak of.
Personally, Im fine with the reworked Summoner. Its fun to have a magic casting class thats very fast and mobile which is appreciated during mechanic heavy bosses where you wish you can continue your flow of dps.
However I do acknowledge people's complaints that its not "varied" enough for it to be interesting in the long run.
The way I would have it, is to incorporate elements from FFIII's Summoner where each summon had a "black magic" and "white magic" spell effect when summoned. Perhaps this is where the job gauge would be better implemented. For example during summoning phase instead of spamming the same attack button, you have a choice of either using the summon's single and AoE target "black magic" spells OR use a white magic spell that would apply small heals or buffs to the party.
After the set of uses is done then you can unleash that summon's primary skill depending on the amount of black magic and white magic spells you used (kinda like black and white mana on red mage but without the need to balance it). Example you can unleash Ifrit's usual Hellfire skill or if you focused on support, use its Healing Light skill that applies a heal to the party (using skill terminology from FFIII)
Granted this is very similar to Red Mage and perhaps needs a lot of balancing if this style of play would be applied but at least it alleviates the issue of non-variety with your summons that people arent very fond of.
Hold on to that thought
Just because people are playing it now does not mean they will continue playing it. MCH saw the same surge and then experience a decline in player base in 5.x
This is essentially a new job so once the honeymoon phrase is over we will see how the entire player base will see it.
And you're right. It is opinion. Like it's my opinion that this design in gameplay is bland, uncreative and unengaging....however it is fact that it is lot easier to play, you are spamming one button more and aetherflow is even more disengaged with it's gameplay elements and have far less abilities than ever before
That's what I hate most about the new smn crowd. They are talking like this job is going to be build upon. The shocker is going to be real is when 7.0 rolls around and this version of smn is going to get nothing like drk, mch, and the healers did this time around.
The current rotation is locked between 2 heavy CDs, bahamut/phoenix, that you need to use one-time and gemshine spam is literally most of the filler so adding more spells isn't possible. Give us ruin5 that will never use lol
The way I see this rework is that they gave up on making summoner unique so they made it into something generic because they just couldn't. All the same problems are still there either worse, ie ghosting, or the same issues. The one thing they did fix was bahamut/phoenix staying still
Funny how things repeat....
That what people said about brd/mch in 3.0
Ast changes
War in 2.0
Nin mundras ogcds
So if people are unhappy they need to complain and SE needs to hear their complaints
Maybe just maybe it would be a healthier idea to look at things in a more positive light rather than all doom and gloom. DRK may be in an unfortunate state but MCH is still fun and healers just got Sage and if things go well with that job then perhaps we'll see further improvements in the other healers as a result.
As for Summoner, despite the utter failings of pre-6.0 SMN they did manage to add in a new summon in Stormblood and Shadowbringers, with Endwalker revisiting the older egis and giving them new life as one-off full summons. Now that the job has something that it barely had for the past 8 years, a clear identity, the logical processes of deciding what to add to it becomes much easier.
What have people been asking for? More summons besides the original ones we got. Leviathan, Ramuh, Shiva, and Alexander are all names people throw around frequently. These could come as ogcds to weave in, added gem summons post-Phoenix, and so on. They could add additional abilities to use during gem summons like Blood Pact: Ward or Blood Pact: Rage from FFXI, for all sorts of effects similar to the ideas above that draw from the White/Black Magic effects Summons had for FFIII.
In any case, I see no reason to lose hope in Summoner and I hope those other classes get revisited at some point as well. In the worst case scenario I'd just switch mains to something else if something seriously goes wrong, but for now Summoner is my go to for pretty much everything.
Wow.....you're still talking. Have you written anything worth reading yet? Looks like the answer is still no
You act like SE has a trend to revisit and add more to a job, but over the last two expansions, they have taken away more than adding to it. Ninjas unique utility and healer DPS comes immediately come to mind.
Remember they were more than ready to remove bard song buffs in 5.0 until people started complaining about it.
Like if I had reasons to be optimistic I would be but yoshi and his team doesn't deserve it
You say that like that the old way of shoehorning in entire new phases each expac without fixing the horrific issues that plagued the job since it released is better.
"Maybe DWT will make it less spammy. At least, ya know, as spammy but faster."
"See, Demi-Bahamut! It's like a summoner now, sometimes. Yeah, I mean, sure it's AI is just as bad Egis, breaks harder with ping, and is even more important for your DPS so it feels awful when it does break."
"Look! Phoenix! Now we tried to make it faso proof by giving you a combo in hopes that minor mistakes/dogshit AI/bad connections won't doom your damage like it does for bahamut. Huh? Fix Bahamut? Add DWT to the Demi-Bahamut? Pssh."
Also lmfao "braindead mage" when people called summoner 'ruin mage' for a very good reason for it's entire life. Summoner wasn't hard, or extremely deep. It was just annoying for the vast majority of players.
You know, at this point in time there are 2 choices: engage with the current state of affairs in a mature and healthy manner, or continue to run in circles lamenting job design that was soundly rejected by the majority. By this point in Shadowbringers? I had already hopped off Summoner and was exploring my options after I found the experience unsatisfactory.
Maybe, but that's a matter of preference. Complexity is certainly not what I look for in terms of a well-designed kit. I think how the rotation flows is a preferable metric to gauge the kit design of a job, and sometimes, simplicity allows for a better flow in rotation.
I don't even care for using the current level 90 SMN kit to build upon as I think it's already good as it is. Rather, I actually worry that they would mess it up again.
I just hit lvl 90 on SMN the other day and I actually enjoy it. The only thing that bothers me so far is that Carby doesn't do anything anymore without you using its only two skills and that Garuda, Titan, and Ifrit don't stay out long enough for us to actually enjoy them being full-size summons now. I also think that it would've been a lot better if we had at least gotten Ramuh, Levithan, and maybe Shiva in 6.0 since we're no longer restricted to the holy trinity. That way we can cycle through during our rotation.
(i.e.) Cast Bahamut = Garuda + Titan + Ifrit = Phoenix
Cast Phoenix = Ramuh, Leviathan + Shiva = Start summon rotation over again.
It's perfectly fine and valid to enjoy simple jobs. Hell if i want to heal I just do it on WHM despite SCH being right there. The problem is deciding that making a previously complex, or at least more involved, job extremely simple to the point of being the easiest job to pickup and play is somehow a good idea. You alienate those who did enjoy the job in favor of those who only liked the name of the job. If they replaced Gunbreaker's kit with Thancred's 5 buttons I don't think many gunbreakers would be very happy about it. That's basically what happened with SMN, and there is no replacement job in the game for that.
And this post perfectly demonstrates why twisting a classic and widely beloved job like Summoner into something that it barely resembled for the past 8 years wasn't a good idea. It's given people a completely wrong image of the job combined with gameplay that was far removed from any of the other classes in game. Now that it's straightforward and on point, the people unfamiliar with its history refuse to acknowledge that.
It's not about only liking the "name" of the job its about what that name represents. Summoner represents Rydia, Yuna, Garnet, and one of the more iconic forms of magic in the entire series. It never needed to be Arithmetician, which is more what I felt I played back in Shadowbringers.
Im having a blast with new SMN. Not every job needs to be hard. It doesn't have to be hard to be fun. Stop exaggerating too, it doesn't play itself.
People always say SMN just casts a bunch of different colored ruins but they never say RDM casts a bunch of different colored jolts before its melee phase. Jolt, Fire, and Stone all do the same thing and all have the same cast time, but somehow they are all recognized as being distinctly different.
Or, what you always and other seem to never acknowledge every time you bring up the "theme" arguement, is that players -did- enjoy the summoner class and -also- loved 14's iteration of it. To say that lump all previous versions summoner, 11 included, and then say that it now matches all of them is false. Summoners like Rydia, Yuna, and Garnet, were also your mages in their respective games. Black Mage and two White Mages. And in Garnet's respective game, she didn't even learn all of the WHM in her game; Eiko shored up the total spell list.
Just because you and others make the conscious decision to see the old SMN as some grotesque caricature of the class doesn't mean that others did not equally see it as a new, different, and unique taking fitting for the world and game that it was created in. I enjoy playing monk even though I'm not suplexing enemies like Sabin or Zell, nuking the ground with a punch and calling forth a dolphin with a Shoryuken like Tifa, or sprinting around the planet and hitting with the mother of all haymakers like Zell (all three of them staple characters of the monk class), but I still can and do enjoy 14's monk out of respect for this being both a different game and this game's version of the class.
What I think more people like is some form of reactionary gameplay as well which RDM provides through its procs, not forgetting that you're managing a resource (albiet a very easy one to manage) to get it to 40,50 and double it or just straight up 100 manually, but what I mean is that when your skills proc you can decide which you want to use, and then when it comes to melee phase you have some nice animations going off ending in your burst, while summoner is almost a full auto-pilot rotation where literally nothing changes.
I thought SMN was alright pre-patch especially as you got higher level, now it's just so boring and simplistic I gave it up almost instantly, fortunately I leveled up a BLM while doing the SMN and I still enjoy the BLM since it didn't get gutted with no weird skill changes, flashy skills and having to actually pay attention to both my mana and resource bar in order to keep my damage up and making sure no mechanics or movement sections cause my damage to completely halt making me have to setup again etc, I just wish SMN had some brain power requirement to play it.
Allow me to elucidate. Redmage's 5 basic spells all have different effects and times where they are optimal to use. You will only use Verthunder 3 and Veraero 3 when you have an instant (dual/swift cast or acceleration), you will only use Verfire or Verstone when you have a proc (from acceleration or 50% from Verthunder/aero/holy/flare), and you will only use Jolt 2 when you have none of the above. Aside from that each spell gives different amounts of each mana. These factors alone give you a decision to make just about every GCD, even when the decision is obvious. This is also ignoring other optimizations like not drifting CDs, aligning Contre-Sixte and Fleche with the GCDs you will not be casting, etc. etc. SMN will just slam out every Gemshine without any thought or nuance at all barring Ifrit, where the only thought is can I cast for 2.7-5.4~ seconds. You don't even have to worry about drifting or aligning anything because it all piles up neatly at your 2min window.
Basically, using RDM spells in a systematic way will fill a gauge that gives you access to a powerful combo, which will then start to proc other powerful spells. The difference between the "colored Jolts" is simply because they produce different effects (fills a different bar the gauge) and helps to unlock a lot of different abilities.
For SMN's "colored Ruins" you simply shoot them for raw damage and that's it.
I'm not saying SMN needs to be the same as RDM, but that SMN right now is basically reduced to "use whatever is available without consequence".
Imagine rubbing in that you have 5 buttons.
I do. Once you've resolved a mechanic without prior fuckups you know what primal phase you should be in then. And as long as your party isn't over-complicating a mechanic, like most PF parties and fourfold.