Yeah, as you made me think about this, I was starting to feel the same way.
Something EW Summoner is fundamentally-lacking is a sense of, like... "being on your own" to make certain decisions without the game telling you to do it — the sorts of little refinements and adjustments that used to be available to all(?) FFXIV Jobs, and allowed them to have a surprising amount of mechanic-to-mechanic decision-making to explore, for those people who wanted to stubbornly try to maximise their rotation per-encounter.
(And honestly, those elements even spilled "downward" from Savage — I think that it was enjoyable to experiment with tiny adjustments like that even in Alliance Raids and Extremes, and helped to add longevity to otherwise "simpler", "less coordinated", "lower-pressure", etc, content.)
So, an addition that purposefully "breaks" the hyper-clean rotation slightly, and forces a player to actually ask, "Wait, should I spend all of my Gem charges, or... not...?" would be exactly that sort of "Ha ha, you thought the answer was obvious, but actually...!" which has been constantly stripped-away from Jobs over time.
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That said, doing this in a way that feels satisfying, instead of just an annoying trap that boils down to doing what Balance Discord tells you to do, can be tricky.
For example, I am not personally mourning systems like "Choose the order of Geirskogul and Mirage Dive based on whether Blood for Blood has > or < 21.356274 seconds remaining on its CD", which I think become excessively-opaque and basically useless to far too much of the prospective playerbase, because it's just way too much arcane "timer minutiae / micromanagement".
Yeah, 6 Gems per 40s would be...
...well, honestly, it would probably entertain a lot of the playerbase, since most of the feedback about Summoner that I read outside of grognard gathering-places is statements like, "I love Summoner because it's just so cool and flashy!" and "I like Summoner because I can pay attention to the fights more".
However, design-wise, yeah, trying to cram 6 Gems into every 60s cycle would probably produce very lacking gameplay.
But usually, when I see 3-more-Gems proposed, the imagined system is more like (rearrange Gem assignments depending on how much you care about Lore-accurate Astral/Umbral groupings)...Which doesn't address the upside-down "Demi vs. Basic" order, or the general lack of serious resource considerations, or etc — but I'm trying to "walk before running" right now.
- Bahamut → unlock Astral gems
- Ifrit, Ramuh, Garuda
- Phoenix → unlock Umbral gems
- Leviathan, Shiva, Titan
- Ultimate Summon Thing
- Loop to top
I honestly can't seriously-argue with any of these assessments.
I tried to think about it, and EW Summoner's design "identity" seems to be:...And you're also right, Summoner "gameplay" is basically just the fundamental FFXIV combat gameplay system, with nearly all the "topsoil" scraped off:
- Is comfortable and non-threatening to players of all skill levels
- Casts big flashy things every ~15 seconds
- Changes its playstyle every ~15 seconds according to the flashy-thing activated (but each mini-playstyle must remain approx. as shallow as White Mage DPS rotation)
- Sometimes casts a spell
- Extremely mobile with many instant casts, for design reasons that are not immediately apparent, nor tied to its conceptual nor historical identity
...Of course, you can "boil down" most Jobs in FFXIV to something similarly-crude, but the difference with EW Summoner is that you're not actually leaving out very many meaningful details even in such a simplified outline.
- Keep chaining GCDs at all times possible
- Use things on cooldown (but don't overwrite resources, consume them first)
- Weave OGCDs if available
- Don't move if a castbar is attached, until the action finishes
- Remember to use defensive buttons if you'd KO otherwise
- Remember to press utility/support tools when it's appropriate
ie — Most other Jobs have additional layers on top of that basic system, which lends those Jobs some amount of distinct "identity".
But in contrast, EW Summoner is kind of like a cake without frosting. It's made of a bunch of "basics" mixed together, but then they're "embellished" not with actual mechanics, but just... visual flash, and the promise of fantasy-indulgence.
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I mean, to be more "fair", you can add in considerations like......But again, this is bare-bones — it doesn't actually interact with any Summoner-specific system, it's just applying basic gameplay principles to what little "system" EW Summoner does have.
- Remember the correct order to activate Gems per encounter / phase
- Remember when it's appropriate to rush Gems, or just overwrite/eat them, in order to not lose Demi casts
- Remember when to use Swiftcast and when to hold it
or, ie:...So again, EW Summoner ends up having very little actual identity of its own besides "I make it rain Primals visually".
- All(?) Jobs have incentive to remember the correct order to activate things in specific circumstances or timelines
- All(?) Jobs make decisions sometimes about whether overwriting or sacrificing a CD or resource is worth it in specific circumstances
- All(?) cast-based Jobs need to consider how to use Swiftcast
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Looking at all of this, I think that EW Summoner therefore appeals the most to players who already like — and are "completely happy with" — the "basic" or "overall" FFXIV combat design, and in turn, don't feel concerned about whether or not a Job adds anything more on top of that basic system... especially as long as said Job "looks cool", "feels cool", "has an appealing fantasy", or etc.
And again, when reading comments from broader environments such as (crosses self) Reddit, the recurring theme that becomes clear to me is that a very large(?) number of players seem to choose their Job based entirely on factors such as "it looks really cool", "ease of use / ability to pay attention to other things", and "the most appealing fantasy to me"... with a relative minority focused on actual mechanical details.
From that perspective, EW Summoner's broader popularity probably isn't surprising, even if it seems to have glaring holes and problems when subjected to more detailed or holistically-comparative scrutiny.
Honestly, this is a pretty interesting point.
Not just EW Summoner, but more and more Jobs across-the-board kind of do have that same "Meant to start at 60/70" energy as Dancer or Reaper.
Which, I think, really shows that FFXIV's leveling process is becoming badly-overextended relative to what material is still available to spread out over 90-100 Levels — especially for the "Classic Jobs" that are stuck beginning at level 1... a system which is aging more and more poorly every iteration when compared to the "jump-start" Jobs.
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I'd say a WOW-style "level squish" is warranted, but since FFXIV is at least partially a Final Fantasy nostalgia-product, the chances of that happening are ~nil — Even as the developers keep doing basically the same thing in a roundabout way, by introducing Jobs that leapfrog the first 50, 60, 70, or even (soon enough) 80 levels of progress.
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It might frankly be time to start considering upgrading the Armory System to jump Jobs straight to 50 (or higher) upon unlocking them...
...but then you crash into problems like emptying-out leveling content, or undermining the vestigial Class system.
Which then leads into considering just how many archaeological systems FFXIV is still perched on top of, like a house with very shaky foundations.
But now this is spiraling way off-topic — I think it does kind of highlight, though, how Summoner's leveling problems are mostly symptoms of a much wider set of issues.
Yeah, I mean my take is a bit less harsh — more like, "Okay, this is pretty underwhelming, but let's just work with what we've got, and try to at least fill-out the fantasy properly, since for everything it sacrificed, it still hasn't even managed to get that right yet".
But yeah, I also understand your perspective and I'm sympathetic to it.
If I thought that it was really worth anyone's time to propose and outline an elaborate rework of the entire Summoner design, I'd be much more seriously exploring that.
ie, how to take the basic idea EW introduced (10 years later, you can finally summon Real Primals™) and retool it into something closer to the playstyle that Summoner previously had (but with the excessive clutter and jank still stripped-out).
For example, there is no need to delete DOTs entirely, even with considerations about target effect limits — just replace the "debuff" DOTs with more Esteem/Queen-style "DOT pets" instead... which seems to me like it should have been incredibly obvious, because it plays directly into Summoner's entire concept and fantasy.
...Anyway, I think it's a perfectly-admirable goal in concept — wanting your Job to feel more satisfying, and trying to communicate to the developers what would do so.
Don't worry, most of the time I have no problem understanding what you mean. Sometimes it might take a few seconds of reasoning to guess what you intended in terms of an exact word or phrase, but the overall flow of what you're saying has always been clear to me.
