Summoner's fine the way it is, I actually feel like we're on equal footing with melee players when it comes to 1v1 now. I've duel'd quite a few monks who got within close range of me, where I just came out ahead.
Summoner's fine the way it is, I actually feel like we're on equal footing with melee players when it comes to 1v1 now. I've duel'd quite a few monks who got within close range of me, where I just came out ahead.
of course SMN is fine the way its .....
Main Class
Summoner Lv 60
u dont need to be on equal footing with melee because u are ranged , and have the best burst and the best aoe dmg....
enjoy it while it last
Shhh don't tell people that...
Saw a MCH and a NIN each get about 20 kills each in a match, nerf THEM, not ME I'm harmless!
Story of SMNs life. People are fine when it's their class that's op or has the clear advantage over another. Melee having insane burst, the ability to basically leap to casters and bards stun locking us into oblivion wasn't fair either but we've dealt with it. Atleast now smns can actually defend themselves better 1v1 against those two classes. It's not as one sided as it used to be. It's not like smns are unkillable. In most cases, the person who strikes first will be the victor. If a tank grabs you it's pretty much nothing you can do and because you are so squishy you will also die in mere seconds just as someone else would had you popped everything on them. All they did was give us the means to do as much damage single target as others can do to us without stacking anything.
Last edited by Vallhallix; 07-31-2015 at 09:00 AM.
Did you know that a single heal casted on a target receiving the SMN "you-are-dead" combo is often enough to prevent the SMN to succeed at killing someone?
Did you know that a single One Ilm Punch in the face can often make the SMN completly harmless until Aetherflow is back?
You don't seem to be aware of the amount of things that can go wrong during the SMN combo, making them completly useless after a failure (and after a success as well).
SMN in PvP are the best example of a bursty glass-cannon job which can get easily shut down, but very rewarding if allowed to succeed.
This is the case with literally every single burst class. The only difference is when a SMN pops their cooldowns from a distance and nestled safely with their group they're just out cooldowns. When a melee does it, they're out of cooldowns and sitting right in front of the entire enemy team.
I'm aware there are a small amount of things that can go wrong for SMN. But there aren't many, and there are vastly more for the majority of other classes.
yeah i think one thing that makes this discussion kind of funny is that at any time, if someone heals my target just once, my kill combo becomes disrupted completely.
while it is definitely correct part of the lure of SMN doing all this is they maintain safe position from distance while emptying the clip, they also don't get as many toys as the melees do. so once i drop my skills, my impact as SMN is reduced to that of a very low dps/utility player.
it's all give and take between ranged and melees. i'm not saying that SMN doesn't have more in its favor than other jobs, but there is some baseline level of balance even if it might not seem apparent.
Yeah I agree, one thing balancing it is all the stuns melee players get. I often have to purify the first stun and then a valuable survival skill is on cooldown for a long time. A melee can use the last of their multiple stuns to mount and get ahead out of attack range if they can just admit to themselves when they're in a losing battle.yeah i think one thing that makes this discussion kind of funny is that at any time, if someone heals my target just once, my kill combo becomes disrupted completely.
while it is definitely correct part of the lure of SMN doing all this is they maintain safe position from distance while emptying the clip, they also don't get as many toys as the melees do. so once i drop my skills, my impact as SMN is reduced to that of a very low dps/utility player.
it's all give and take between ranged and melees. i'm not saying that SMN doesn't have more in its favor than other jobs, but there is some baseline level of balance even if it might not seem apparent.
Last edited by Buff_Archer; 08-01-2015 at 08:40 AM. Reason: Because 1000 char limit wastes my time just like GC restriction
Have you ever PvP in Seal Rock before? I ask because that's absolutly not how it works and how everyone is placed during an encounter around a node.This is the case with literally every single burst class. The only difference is when a SMN pops their cooldowns from a distance and nestled safely with their group they're just out cooldowns. When a melee does it, they're out of cooldowns and sitting right in front of the entire enemy team.
People are all over the place. You are almost never alone in the "enemy lines", since there are no "enemy lines". People are chasing each other all the time and ranged players have to get closer or they'll most likely break their maximum range because people are moving constantly. Almost every battle is a giant clusterf*ck where the team who manage to focus down more people than the other wins.
If you are alone in a full enemy group, without being supported by tanks or healers, it's either your fault, your group composition sucks, or your healers don't know how to PvP.
Last edited by Fyce; 08-02-2015 at 11:00 PM. Reason: words
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