6.0 SMN: Cool concept but needs more to make the player choose this DPS
I have mixed feelings about new SMN. I've been a SMN since I started playing XIV in 2019 and loved it. Acquiring Tri-disaster and Bane made it really fun to poison mobs; by the time tanks gathered mobs, some enemies would already be at 1/2 HP. Trances reset the cooldown for Tri-Disaster. I never had issues managing dots. They didn't seem consistent with SMN lore to me but they were fun. Maybe the job needed simplification but a re-work!?
I agree 100 % with OP; 6.0 SMN just feels unfinished - as if they didn't playtest it. The Primals don't add anything in the way of unique choices, or combos. They play like visual gimmicks and quick ones at that. They appear in little sparklefart clouds, obscuring floor mechanics, and disappear. Needing a target to summon them is clunky too and doesn't make sense. Trances didn't need a target before 6.0 meaning you could prep; they had more flexibility.
Aetherflow is still here but it's just extra busy work when Energy Drain comes out of cooldown. It does proc Ruin IV ... for a VERY brief timer - more restricting than the stack mech it used to have - another loss of flexibility. Primals' timers also restrict the rotation. Although, flexibility would hardly matter since the Primals are barely unique from one another. SMN players don't have choices anymore. The rotation is now just summon, cast procced spell, use skills before timers expire. Repeat. Clunky and stale gameplay.
Worst of all - Carbuncle. It's now our little lost puppy doing nothing for us except we need it to use 90 % of skills. It puts this job at a HUGE disadvantage compared to other casters. I was initially drawn to the job for the pet and now the pet is just an obstacle to gameplay!
Changes I hope for:
Remove Aetherflow; it's unnecessary clutter on the HUD and with the current mechanics, the player does not need to pay any attention to it whatsoever. Or, at least tie Aetherflow to the Primals or Carbuncle somehow. I'd rather have dots than Aetherflow.
Change/remove timers on Primals and Ruin IV. The job DESPERATELY needs more flexibility.
Make the Primals more unique. Maybe unique buffs ? Maybe Geruda is better for mobs, Ifrit for bosses like before? Titan for solo play? Something - ANYTHING to make it worth choosing them.
MAKE CARBUNCLE A PET AGAIN. Right now, the pet is just an annoying requirement and NOT an advantage. The pet has to offer its own auto-attacks or buffs, or SOMETHING, or you might as well play a DPS w/o the pet requirement.
The concept of having Primals in the rotation is cool and brings SMN closer to its own job lore - and makes it very unique from other jobs. But as far as gameplay, there's just no reason to choose SMN over another caster.