
Originally Posted by
CecMiller
I for one am mostly disappointed in the shift of playstyle and lack of "challenge" the class brings. We've shifted away from managing 3 dots with varied uptime (30s, 24s and 18s respectively with a total of 110 potency every 3 seconds) to 2 dots that both last 30s (with a total of 80 potency over 3 seconds) removing most dot management to maximize dps. To maximize your damage in the current savage raid tier, you needed to be good at dot management and shadowflare uptime (which is now changed to once every 60s). There were more decisions to be made: Do I refresh bio? Do I refresh Miasma? Maybe the optimum strategy at a particular fight was to refresh bio but cast a ruin instead of refreshing miasma. They're on the fly decisions you had to make. Most of this comes with learning the fight, but now dot management difficulty has been significantly turned down and in turn makes the class seem a lot more boring.
I guess what I'm saying is, I don't see the challenge in SMN compared to say a melee class where positionals result in increased potency on your abilities or other effects. Instead, we get a "15% chance to cast Ruin 4". Whilst we may have cast Ruin 3/Ruin 2/Ruin 1 liberally in the current creator savage raid tier, in 4.0 casting ruin is most of what you will be doing. I just don't like how streamlined the job has become. Sure the damage might work out with number changes, but the playstyle seems incredibly boring. From initial impressions, there isn't a whole lot a player can do which separates a great summoner from a good summoner. Sure we will still see these differences, but I feel like tacking on the "15% chance to make your next Ruin 1/3 into Ruin 4" cheapens the experience. Bahamut is great and all, but dot management was part of the summoner parcel for me. Removing that aspect doesn't make me as interested in the class as I was before.
Further still, the Aetherial Attunement stacks lasting 30s was cool to manage at least for me personally. Casting painflare just before cruise chaser does limit cut so I have 3 stacks which last long enough for DWT when he becomes vulnerable again was pretty cool D: They're small but awesome tricks. However, I do feel with the current summoner changes, SE will have reduced the dps difference between a great summoner and an average summoner and that does make me a little sad if I'm honest. I cant argue that they've either achieved or have come close to achieving what they set out to do which is reducing the dps disparity between the a good SMN and an average SMN. Perhaps too much? I couldn't say until I get a chance to play it myself.
As a sidenote: After seeing the bard changes with the way songs are used, I thought it would have been cool if something similar could be applied to summoner. Perhaps there would be a use for summoning titan egi, then ifrit egi, then garuda egi for 30s each and at the end we're rewarded with demi-bahamut for 15 minutes (I would have said until combat ends but that'd be only good for raiding. 15 mins means it should be there for most of the dungeon.) or whatever. This makes use of the otherwise underutilised egi's in the raiding scene. Just thought it would have been cool when I saw how the new BRD songs worked D: