
Originally Posted by
Shirobi
There was nothing wrong with FFXI's summoner in the least. It merely needed proper gearing, like every job.
Actually no. For one because it had access to too many summons. In trying to mimic the console FF summoners, you ended up with utility and skills that were a lot weaker because reasons and spread all over the place. The funniest part of this is that Tanaka talked about how SMN getting buffs at full power would be overpowered, then went and gave that to SCH, despite having a similar limitation (SMN with the bloodpact timer and SCH with strategems).
Gear doesn't fix the fact that avatars also had incredibly shitty scaling (and really, the +pet stats were a band-aid on a bullet hole). Consider that SMNs were basically chopped liver until the lv70 blood pacts were introduced (because horribly sucking from lv1-69 outside of a 2-hour ability is good design, right?). Consider that the job was only useful for Astral Flow and even that didn't make them a good choice compared to your standard TP burn WAR, SAM or DRK. The only reason SMN was even relevant after WotG was because of Alexander and Perfect Defense (AKA an ability that allows people to cheese mechanics).
That's not even getting into garbage design decisions like spirits (which could have been something like elemental stances that gave you access to a handful of spells, allowing you to do
something while waiting on the blood pact timer), or how poorly designed perpetuation was, or how laughable avatar favors were in trying to encourage SMNs to keep avatars out. It was a mess.

Originally Posted by
Kuwagami
Still waiting on breath techniques though

But there is hope that they could come in 4.0, being taught by some ancient dragon because we made peace in 3.5 or something and now they can teach us how to become FF dragoons, instead of dancing between goons and templars.
Well, assuming they're sticking to BotD (which IMO needs improvements), they could probably throw in a breath attack that consumes the BotD buff. So you'd have Wheeling Thrust/Fang & Claw to maintain BotD, Geirskogull to weave in and then breath attack as a "finisher".