[FEEDBACK] Sol Bahamut and 7.0 SMN
I just wanted to leave some feedback to the devs regarding summoner since I've gotten through to 100 and I feel I've played it pretty thoroughly to get a good handle on the changes.
Overall, the job still feels fun and exciting. I do get a bit bored sometimes when I just get in that rhythm / zone of going through my rotation; however, Sol Bahamut does shake things up for now since it's new, and I look forward to pulling the weird looking lizard and his bookmarks out to spit some lightballs at my enemies.
I'm one of those players that loved the changes to SMN, and I actually changed my main DPS to SMN class from BRD.
However, I do have a few complaints:
1. The summon should've been Alexander or Odin: The whole theme of FF9 really made me ache for Sol Bahamut to be Alexander or Odin instead. FF9 is my favorite Final Fantasy, and constantly seeing Alexandria and how much the story referenced that city just made me groan in disappointment we didn't get our Alexander summon. It would've fit the theme of this expac so well. Odin also played such a massive role in FF9 and would've worked as well. Such a major missed opportunity, despite me liking Sol Bahamut.
2. We need a different phase for our filler rotation: Ifrit / Garuda / Titan are such classic FF summons, and I finally feel like a real summoner in XIV. However, I've defended smn simplicity b/c I was certain they would give us a more complex rotation during DT. I'm very disappointed that we still have only those 3 as our main filler rotation. I really want a second filler rotation being Shiva / Ramuh / Leviathan. Those are just as classic as the first 3 and the SMN job doesn't feel like a complete FF summoner without them.
3. Needs Higher Damage: I know we're the easiest caster to play, and probably the best entry lvl DPS job in the game. It's one of the reasons why I enjoy this job so much. I use this job to learn fights and go into content as my first time so I can actually see the fight without just staring at my buttons. However, I do wish the damage was a bit better since it's a caster, but that's just my opinion.
4. Keep the Res button: I don't think our battle res should be taken from us. I've saved so many parties from wipes with my battle res. It's sorely missed when I get into a party without one and I do think it would mess with the identity of this job if it was taken away.
Those are really my only gripes with the job so far. I hope they take the feedback and really blow us out of the water with additions (please not subtractions) to the SMN job in the future!
No edit button in mobile mode
Even had SMN been given more summons between Demi summons and woke Bahamut, they don\\'t feel significantly different in function outside of those level 86 actions, something that prior versions of SMN did well, even in ARR. Dawntrail indicates that the designers didn\\'t see this as an issue. Even now, the rigidity of WHEN I MUST summon my primals in my rotation and the fact that I lose all of my Flavor Ruin charges if I summon another early (before using all its associated actions) means that I can almost never choose to use big summons back to back in a good situation, like lots of additional targets, without it ultimately hurting my damage in the end. Being able to be flexible with my rotation at all, something most every other job has in FFXIV, and especially SMN given the original design of Aetherflow, Fester and Bane, would go a long way towards making the job feel more fleshed out again, lack of functional differences between the Summons and Ruins besides the visuals non-withstanding.
If a summon happens to hit more than one target, it\\'s by chance, not by my decision, and that feels bad. This is also different than how summons have been able to be used in literally every other final fantasy game.
Meanwhile, the PvP version of SMN is interesting to play, even having multiple limit breaks (Demi Summons) that it can choose to use, and this could even be done in PvE as well; simply having both Bahamut and Phoenix deal the same damage but with Bahamut\\'s summon being an AoE would make it worth using versus Phoenix for single target damage but a group heal on trash or certain boss mechanics. The summon level 86 actions are also simply usable as cooldowns in between or during Demi Summons, something that would break up the monotony of Ruin spam. Finally, Fester is an oGCD in a mode where it matters, and also an execute dealing more damage to low HP targets. This can\\'t really be replicated in PvE given they\\'ve long moved away from actions like Misery\\'s End, Mercy Stroke and Heartbreak, but you can see that it fits with the kit and mode, whereas in PvE it\\'s simply a button you push because it\\'s there, ideally during your 2 min burst.
I am unsatisfied with DT PvE SMN, and I hope that the design team recognizes that if they keep making encounters have more interesting situations again, like multiple targets, they increase their ability to likewise make jobs have tools to address those situations, much like they did in the past (and currently in PvP).