Thank you for your input, however i reject your input in favor of my own.o_o
/standardffxivforumposter
I don't know if you're being sarcastic, a smart ass or trying to be funny but I at least play the class at its highest level. My opinion has just as much weight, if not more, than yours :P
....Y_Y....
/bowsbeforeyourflawlessresponse
Edit: However i still think your opinion is wrong and my opinion is more correct than yours....somehow.
/standardffxivforumposter
Editing Edit:While i am at it I will attack your credibility for any mistakes you have made in the past to somehow make your opinion less desirable in face of my own.
Editorial editing of edits: You have received more upvotes than me...your opinion must be more correct than mine! Congratulations! *confetti*
Last edited by Deliciou5; 11-20-2014 at 09:34 PM.
But as a summoner ... the focus is supposed to be on your summons.From what I have been told, the the design team actively decided against because, partially, it was too passive. They wanted the focus to be on the warrior of light, not his pets. Also, there's a problem whereby once the pet is gone, you're useless. The FFXI version would not work here because there are not subjobs that provide skills that can be used when pets are either not summoned or on cooldown.
FFX's Aeons are huge awe-inspiring powerful creatures while their summoners are just people with weird dress sense.
The "no pet = useless" is easy to fix. As I suggested in #983, have the summons be "temporary", i.e. they are instantly summoned with no CD and are active as long as the SMN has mana to maintain the summon. The SMN player's job would be to manage their mana, balancing the use of mana-draining abilities of their summons and their mana restoration abilities.
Last edited by Bishop81; 11-20-2014 at 05:51 PM.
On a side note, I'm not particularly happy with SMN nor ACN being Warlock-type classes.
Warlock's design is flawed IMHO, it even got overhauled last expansion and is still being tweaked.
The multitudes of pets is an illusion. Players normally end up favouring one and ignoring the rest. The high cost of switching pets, another relic from WoW, only further enforces this.
IMHO,
SMNSMN should be summon focused, with easily "switchable" and "temporary"[1] summons - like described in #1008 - being your weapon with which you fight.ACNACN should have the Carbuncle as a "support" pet whose off-the-ACN's-GCD abilities are part of their damage rotation, where the Carbuncles set up the the "combo" and the ACN puts in the finishing touches. A tag team of sorts.[2]
[1]Summons are weapons, having them out all the time is like walking everywhere with your sword drawn.
[2]Only need one Carbuncle for that. Maybe leave the Topaz as a cosmetic option acquired via quests.
Last edited by Bishop81; 11-20-2014 at 06:12 PM.
Except FFXI is irrelevant here.
Your argument *might* have weight if it was FFXIV 1.0 to FFXIV 2.0 that there was a massive overhaul in the class. Changing people who are playing SMN right now, into something vastly different would be asinine. However, I can't completely count it out because wildcards do exist.
But what is that really saying anyway? This is a completely different game. In noway is playing 11 a requirement to play 14, and beyond that, Summoners have been wildly different from one FF to the next. The key difference here is that not even considering SCH, but a SMN reboot would be talking about Players having to learn to replay their Job within the same game. Saying while 11 and 14 played different just evokes "Well yes, they are different games."
That is a single-player, turn based game. How would cutscene summons with huge character models fit into FFXIV's battle system. There is no pause in action to allow for the cutscenes, and other players need to be able to see, which would make massively large Summons only a hindrance.
"Awe-inspiring" and "Powerful" are also highly subjective. I could believe for example, in the context of FFX, that Quick Attack + Haste with an honorable mention to Steal for acquiring lock stones are awe-inspiring and powerful. Cause taking 40+ attacks before the enemy, be they random encounter or boss, got even one, is exquisite.
Summoner's summoning huge Demi Gods to aide them in battle for us is the one constant in the Final Fantasy series. I don't think the Summoner and Arcanist should be based on the Warlock model because it's flawed and unpopular at higher levels look at what happened after WoW Cataclysm Expansion the Warlock got destroyed and their population declined because other classes became vastly more powerful and easier to use doing the level cap raise.
The issue is DoT based classes at higher levels require an insane amount of skill to even get close to or the same amount of damage as other dps classes which happens in every MMO.
Last edited by Akiza; 11-20-2014 at 10:04 PM.
You said this another thread:Summoner's summoning huge Demi Gods to aide them in battle for us is the one constant in the Final Fantasy series. I don't think the Summoner and Arcanist should be based on the Warlock model because it's flawed and unpopular at higher levels look at what happened after WoW Cataclysm Expansion the Warlock got destroyed and their population declined because other classes became vastly more powerful and easier to use doing the level cap raise.
The issue is DoT based classes at higher levels require an insane amount of skill to even get close to or the same amount of damage as other dps classes which happens in every MMO.
So which is it? Is every class spec viable in WoW or not?In WoW every class specialization is viable because they function in a role and play radically different from each other with different mechanics. Players don't build their own class they just choose a tree to specialize in so it makes it easier to put in hybrid and support classes. In order to keep the class system SE has to either add polarity between the Classes or Jobs by further specializing the Job system and Classes or scrap the Class system and simply have Jobs.
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