Personally I'd like for the SMN pets to be this sort of fluid pool of external elemented mana that's easily swappable and hyper-mobile (in the sense that its hitbox spreads or ghosts as necessary to move into range to attack any target up to 10 yalms beyond its normal maximum without actually becoming impossible to focus down or CC), while BST uses actual pets who synergize highly with the SMN in their actual, visible toolkit (swapping places with them, tossing enemies into the master's attacks, etc.). I've always imagined BST as a dual axe or spear-wielder just because whips have always seemed a bit too distant and disengaged from the heat of the fight to pull off that sort of synergy. Similarly, I've always imagined most of the core Aetherflow abilities as being pet-dependent or pet-differentiated, AF being spendable on burst casts or pet buffs, and Aetherflow generating particular, synergizing elements via Aethertrail based on the pet used to contribute to its Trace (e.g. Fire, Wind, Unaspected -> Phoenix Trance; any two non-synergizing pairs of opposite elements create Dreadwyrm Trance; more AF stacks overall).
I'll repeat again, though: the only issue with a pet-based SMN is the pet movement controls, a part of the particulars or execution of the idea, that it's currently susceptible to. Fix those and there's no necessary compromise or failure. We may yet see SAM thrown out as a "critical conceptual error" just for having ani-locked movement, and that wouldn't quite be the whole truth either; there would have yet been ways to balance that ani-lock, showing that the true issue was the lack of eventive movement manipulation, not the ani-lock itself. I wish people would assume that just because a design failed to allow for a particular concept to feel "right" that the concept itself must be broken or impossible.



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