Quote Originally Posted by Duelle View Post
Because a healer is defined by heals, status removal and cooldowns. SCH inherits Physic from ACN and gets their heal mechanics via the fairy, not mentioning they gain two abilities per leveling milestone since they get one and the fairy gets one too. The chief difference is opportunity cost (WHM works the same way in this regard as well), because a SCH in cleric stance spamming dots is more likely to neglect keeping the tank alive and before you know it the group has wiped.

DPS works differently in the case of ACN => SMN because the framework for a DPS class is already there, and it wouldn't make sense to have SMN entirely ignore that framework (not to mention if they had designed SMN to ignore the DoT framework, the SMNs that would use the pet prime mechanic AND the DoT framework would be overpowered).
It's not that simple. ACN's mechanics directly carry over into SMN and simply gimping the DoTs would be a terrible way to go about it. Not to mention that with the current pet AI, SMN would suffer a lot more than you realize.
The "skill" argument in disguise. You'd repeat the issue we're seeing with MNKs in that 9 times out of 10 you get a mediocre MNK rather than one that can truly push his DPS to the limit, to the point the masses would start thinking MNKs are generally bad.
Having a little sprite based on Amano Yoshitaka artwork appear before the damage numbers pop up is no different than 16-bit fire particles appear before the damage numbers pop up. Up until FFX came along, summoning and black magic did the exact same thing.
And the underlying point I've tried to make yet you completely miss is that something's gotta give.

As much as I hate to bring this up, I could bang a drum and demand SE to make a generalist Red Mage instead of the DPS with utility in my signature. Except that I know a generalist cannot work in an MMORPG and that copy-pasting FFI's Red Mage into this game would repeat the disaster that took place when they tried that in FFXI. So I understand what parts of the job concept need to be entirely dropped and/or heavily modified in order for it to actually work in a way that'll make sense within the context of the game in question over hammering on a point/demand that is not realistic by any stretch of the imagination and thus a waste of time for both of us. You for wasting time trying to argue for SE to effectively redesign arcanist and SCH (because changes to ACN WILL affect SCH on some level), and me for trying to bring some common sense into the discussion.

It's not as simple as changing values and damage modifiers. There's stuff under the hood that would have to change in order for the current design to give you what you supposedly want. Trust me, I would rather have a summoner whose egi's appeared off their back like the Stands from Jojo's Bizarre Adventure and whose actions compliment the Summoner's own. At the same time, I understand the foundation they used with ACN and having SMN built off it the way it currently is makes sense.
Not that simple? Trait for summoner: "Power of primals", summoner loses 15-20-35 or whatever % of damage to enpower his pet by 20-25-40% of its damage.

Sorry but the JOB is supposed to change the way class behaves, like blue mage actually attacked in melee, I don't get why I'm not supposed to attack through my pet, it's just your idea that is not possible.

The AI is terrible? No problem, they should improve it, but this is obvious from the start, we all agree on it.

And summoning did not do the same thing anyway: summons hitted all targets by the way, without damage reduction. Also, they are much more powerful than their black magic counterpart. Summoning was like "hey, I'm going to own you!", now it feels like I don't have a summon at all (I forget about it sometimes, because my damage is really high lol).
I should be "scared" of not having a summon out, while I can also forget of not having it or I don't even care of taking it out again on last phase of titan.
This is really bad, completely.

And lastly, there are tons of mmo that based on some talent/subclass/whatever change the class it behaves ENTIRELY (think about guild wars weapons, which makes you a ranged dps or a melee dps), if we should stay on the "framework" of our original class, means that all future jobs will be similar to the classes we already have. Basically you are saying this game is doomed from the beginning. New jobs all similar with different graphics? That's the most boring thing I've ever seen, with no character customization at all (skill/talent), if they don't improve the jobs and the fact that they heavily difference each other, this game will end much more early than you can think of.

But I don't think SE is stupid, they know that jobs must differs heavily from the class, the future jobs will differ a lot from current class.

Yea the game is balanced because all classes are the same, this is really sad to say.
Actually the game is alive because encounters are well done.

Quote Originally Posted by DistraughtKoala View Post
I just want to hit aetherflow and not have to worry that I won't get stacks...
Lol yea, that would be lovely =P