What opinions do my fellow members of the Erozean community have on the SMN class and also the 5.3 patch note that the "Tri-Disaster" skill potency was reduced from 300 down to 150.
Please share your thoughts!
What opinions do my fellow members of the Erozean community have on the SMN class and also the 5.3 patch note that the "Tri-Disaster" skill potency was reduced from 300 down to 150.
Please share your thoughts!
necessary, and TBH not perhaps as severe a nerf as SMN may need right now given both its insane utility, mobility, and dps.
Dont mind me im just here for the show
still leaves it a top tier dps job while having more than enough mobility for any kind of mechanic handling and more utility than most other classes, so yea, smn went from "completly broken" down to "still one of the strongest jobs in the game"
Before 5.3: The better black mage with ranged mobility and utility.
Afer 5.3: The slightly inferior black mage with ranged mobility and utility.
SMN remains the 4th ranged and will remain the most insane job, yet bad to play.
Tri-disaster is about 4-5% of a summoner's total dps, so it's pretty much a 2 to 2.5% nerf.
It's not a huge nerf, but it puts it below black mage and samurai but still leagues ahead of physical ranged jobs, which is honestly pretty disappointing.
the summoner was a little too strong,
now he's more balanced,
the problem is that every x.0 patch summoner is very bad,
and every x.1 patch summoner is broken, and nerfed on several patches it is always tiring this same cycle.
it's a 2% dps nerf .
I don't agree, of course the remote physical dps did lack a little bit of dps, but they still have 100% uptime, the summoner is super mobile but remains a caster with problems, I agree that the machinist's dps should at least be similar to that of the summoner, the bard should have dps similar to that of the dancer , but no the summoner does not deserve to have the same dps as a Ranged physical dps .
it's a common thing with a lot of jobs in shadowbringers, apart from maybe Dragoon, BLM and maybe all tanks except war. They are definitely good, and you can see what the devs went for, rotations are intuitive and everything. The issue is when you begin to look at uptime stuff, and try to optimize a rotation to the max. Then stuff starts not clicking, cooldowns do not align perfectly (iirc you have to delay your firebird trance for a bit else stuff will drift in the long run), and you lose a decent part of damage in the long run if you're not perfectly used to this.
This is mainly where players say that a job "feels bad" to play, and almost every job has this "it lacks polish" feel when you take the time to really dive deep into it, only exception for dps are BLM and DRG which have really smooth optimization.
As for the main topic, Tri-disaster nerf seems really light when you look at the power level of the job right now, especially when compared to red mage. I expect a bit more nerfs in the future, or even better a rotation rework, to fix the clunkyness AND the difficult balancing.