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  1. #1
    Player
    Koyuki38's Avatar
    Join Date
    Apr 2015
    Posts
    121
    Character
    Koyuki Tanaka
    World
    Ragnarok
    Main Class
    Arcanist Lv 70
    I completely disagree with every one saying that the job is poorly design, or that the developers doesn't know what to do with it.

    There is just QoL issue which should not be hard to fix (except maybe with the pet responsivity, since we did not have any improvement in years...), and maybe some spell to rework just a little bit to match something usefull (yes, devotion, i'm looking at you for some reason !). And maybe a few adjutment to get a little bit higher dps.

    But now too much people is close to say that the entire job is trash just because
    - Bahamut is too big
    - Devotion is useless
    - Bane sux (which is true but you don't need it on last Boss, Suzano or Lakshmi neither)

    and the real complain is far away from this : Dps is not as high as the personal skill requirement.

    I still want some some improvement, not rework.

    Come one, nothing will change if they rework devotion, reduce the size of Bahamut or anything else. You'll still put dots, fill with ruine, cast 3 Fester/min and call Bahamut at some moments. Same job. Don't except any update to change that. Except making the job a little bit stronger and/or nicer, nothing else will change.

    The fact is that if the developpers have not clue about what to do with the job, not a single player has a clue about he wants instead.
    (0)
    Last edited by Koyuki38; 07-18-2017 at 09:34 PM.

  2. #2
    Player Neela's Avatar
    Join Date
    Apr 2015
    Location
    Bevelle, Besaid Island
    Posts
    1,710
    Character
    Flower Girl
    World
    Zodiark
    Main Class
    Dancer Lv 90
    Bahamut, Devotion and Bane are out of discussion since weeks... don't get your post at all to be honest. the main problem is that with all the effort of being perfect just rewards you with avg. numbers compared to way easier dds. thats why people complain in the end. if it would be possible to deal 6k+ dmg on a perfect rotation or skilllevel (like the 5-6 top tier on fflogs at 4k atm) than nobody would question the cls-design and aetherflow mechanic. but as long as you have to be that focused to deal mid dmg without even the chance to deal with the big players - people should discuss about that.

    there are two official statements from SE both seem smn excluding...
    1) All jobs rota should be easier to close the cap between casuals and elite (SB-Interview)
    2) More effort in certain cls' should be rewarded higher than on other cls (Before the live-letter)

    so where do u see smn in both intended statements? both points should fit but not one of them does it atm at its current state.

    Quote Originally Posted by dinnertime View Post
    I think they should just make PvE SMN just like how it is on PvP where you only need one Dreadwyrm Aether cost to Summon Bahamut. I guess that would help a bit with the AoE and overall damage. Maximizing Wyrmwave is still a pain though.
    +1 for that ^

    said it several times by now – giving the pve profil the same changes smn has in pvp - it would be way more fluent ya ^^
    (3)
    Last edited by Neela; 07-18-2017 at 10:44 PM.

  3. #3
    Player
    Ariomi's Avatar
    Join Date
    Jun 2017
    Posts
    184
    Character
    Ariyala Amaterasu
    World
    Behemoth
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Koyuki38 View Post
    The fact is that if the developpers have not clue about what to do with the job, not a single player has a clue about he wants instead.
    You are right and wrong. The developers have not a clue, but there's only about every person who complained about Summoner on the forums who know what they want.
    They want Summoner's gameplay built upon, and cultivated into something fun, engaging and satisfying to play.

    What Summoners are now? Boring, extremely punishing and lack luster.

    Spamming Ruin? Atleast Black Mages switch between Fire and Ice spells... Ruin... Ruin 3.... Maybe Ruin 4 every once in awhile. The old Dot gameplay that most summoner's got accustomed to? Torn down. Pets working certain ways? Adjusted in the worst way possible that accentuates the flaws with how the pet behaves. Summoner's in 3.0 was all about the satisfaction of Dreadwyrm trance. Using Ruin 3, Tri Disaster and Festers in Dreadwyrm trance to cram out as much damage as possible. Crit Festers hitting for 15k or Deathflares hitting for around 20k were the most satisfying feeling.

    Summoner in any regard now is a highlight of frustration. Lackluster Dots, Pet mechanics that have you begging your pet to use their skill before it throws off your abilities. Spells that hardly do damage, and the same satisfying feeling of Ravaging packs of enemies, replaced as your attacks hardly feel you do damage.

    Skills like Devotion, being underwhelming, and frustrating even detrimental from Summoner as they try to position their pet for the most insignificant buff in the world. Dots barely tickle enemies and everything about Summoner feels like an uphill battle when Red Mage seamlessly overtakes us without hardly breaking a sweat in any regard.
    (1)

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