Yeah pvp is really, really nice indeed. I would love to see the pve gameplay like that... although I'm not sure if it would be to powerful for grp comps in raids... - but yeah it feels fluffy and flowing there way better thats true ^^
Yeah pvp is really, really nice indeed. I would love to see the pve gameplay like that... although I'm not sure if it would be to powerful for grp comps in raids... - but yeah it feels fluffy and flowing there way better thats true ^^
I actually agree with you I like the new SMN because of its challenge in optimization, though I admit that during my more tired evenings, I choose to play the easier RDM instead.
You're not alone at all.
BUT I also feel our numbers are not enough. If FFLogs shows that SMN performance in Primals Ex are statistically poor, this indicates SMN will just be a fun-to-play job but not something to bring seriously to end-game content.
I enjoyed leveling SMN to 70 and was considering maining it for a while, but I think it's too much of a pain to optimise right now. I feel like I need to be working double as hard and I'll still get out-DPS'd by RDMs. And looking at the optimal SMN rotation, including stuff like waiting half a second between abilities to maximise Bahamut's moves, I'm pretty sure SE didn't even plan SMN to be played like it should be played for best performance... Makes me think SE doesn't really think through their job design decisions.

I'm glad to see some people enjoying summoner with the changes.I so far have been toggling between fun and "I'll just play something else"
On the one hand I enjoy the party buffing a lot. I like the radiant shield and the cogitation switch. I enjoy having Apocatastasis at my disposal.
I feel my biggest adjustment was going from not being able to apply as many DoTs around (Constant Shadow Flare / Miasma II) especially in lower level dungeons where we have more than just 3 mobs running about at times. So the lack of AoE there in some places hurts. I think that's more of a QoL change SE needs to apply to the lower dungeons though.
Also being so Ruin focused, and the random Ruin IV is a bit new to me. I enjoy the potency increase to Ruin, but I don't see the reason for the lowering on Ruin III.
That's another thing. Titan Egi needs some love, whether it's make him into a nice lil nugget tank again or adjust him so he's doing something in battle for us.
The Sustain removal is another thing I'm not 100% understanding. It's been very useful for content. It wasn't a 100% thing but in past dungeons and trials where party wide damage was a bigger thing, it added up. In solo content sure miss it.
I'd still like the knock back removed from Shockwave, I use it only on certain mobs now if I remember it doesn't knock them back. But the downside is that it makes Garuda go in for the kill. Still, I guess it's not too hard to hit Heel. Maybe it's my 3.0 mindset being stubborn on some things.
I can't wait to get to 70 though, and mess around with a full summon that everyone pleaded oh so much for.
Last edited by Leigaon; 07-12-2017 at 09:50 PM.



I still like smn in 4.0. Just need to make it so you don't lose dreadwyrm aether when you die.
Also would be nice if you aetherflow skills is unusable if it will have no effect to minimize wasting a stack and losing 1minute of dps

As a levelling SMN my biggest issue is with our inability to effectively heal Titan-egi or my other pets. I am really hoping they switch Physic to Int at a minimum.
Also, I notice that Garuda is almost always dying on boss fights in the HW dungeons.She needs to take less damage from AOE.

While this may be the case for those that openly voice their opinion, you can't account for the vast majority of players that don't post on the forums or Reddit.You quoted my post nicely, and my operative word was Mostly there are exceptions to all rules, and i would say the majority of SMN are unhappy, DRK with out a doubt the DRK community is dissatisfied with the class there are people who enjoy the changes, but most players do not and you can see it you browse the forums or goto reddit or any other community site, even the japanese are disliking these changes.
SMN right now just feels very dull and monotonous. We coax a steady stream of negligible damage out as we build to our burn phases, but even those don't feel exciting.
And for whatever reason, our chocobos don't heal summons, so soloing is painful compared to my other jobs.
Im glad someone enjoys the class. Been playing it since 2.0 loved it than and tham hated it since 3.0. Too many buttons and the pacing is wonky especially if you miss a bane or fester your down for 60 seconds. Not impressed with the bahamut gimic. Clicking ahk morn should feel radical and awesome but its not .it just inches at the health bar like every other spell and is completely overshadowed by healer aoes in dungeoms which is ironic in its own sense. Class is overaly complicated which I had hoped stormblood fixed with there less buttons campaign .Egis die much easier and titan can't hold his own in solo content anymore without a heal. The whole thing is a complete mess and i think newer players dont understand this plight if they never experianced the job when it was actually fun. No relevance
A lot of QOL issues are what prevents me from enjoying it. Animation delay, lack of pet responsiveness (paired with the dependence on increase of pet management, aka the hot piece of Mess that is devotion)and the snooze fest of ruin filler kills a lot of the fun for me. I'm not one to be swayed by pretty visual bandaids. The class feels clunky but in a semi fixable way. Still don't think it'all ever achieve the smooth flow that it has in 3.0 without making major changes to the core concept but it could get close if the devs make the right changes. Then again we might have to wait till 4.4 before we see them...
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