Asking for summons is fine, sure, and I do think summoners being able to heal their own pet should be a thing. Unless, summoners being able to extremely effectively tank things that weren't supposed to be tankable with egis were far too easy.
I wonder if this was a reason why sustain was removed?
The question would have been better if it asked if Physic could have been changed back to Sustain for summoner. Better yet, the question as to why Sustain was removed while Physic was kept to be scaled off of MND would have been a better question yet. It would have allowed the developer to divulge into why a decision was made. Instead, the question asked to be given the same kit as another job. Honestly, it's a case of people asking the wrong thing here.
Comparing programs to practical applications of a job is like comparing apples to oranges.
What people want doesn't mean it's right; better phrased, what people want doesn't mean it's balanced.
I keep hearing the argument that SMN is outclassed by RDM. If you want to actually get someone's attention to the matter, it's best to state the hows. So, how does RDM outclass SMN? The main reason, rather, the only reason I've been hearing, is RDM is easier to play. Okay; RDM has a low skill ceiling. SAM also has a low skill ceiling and deal ridiculous damage, but I've mostly only see MNKs complain about it because they feel they didn't get enough. For some reason, NIN and DRG aren't threatened by SAM. Why? Surely, this is the same situation? Some would say the utility separates them. At the same time, nothing is stopping groups from bringing one melee and two (or even three) casters. Heck, nothing is stopping people from bringing all melee, too.
RDM deals more damage? Maybe, maybe not. Unfortunately, our "only source" for DPS numbers is FFLogs, which is riddled with number bloating. You'll never gain any accurate numbers for what each job can do on its own. At the same time, people claim dummy parses mean nothing.
My take on the situation has been this thus far:
- RDM can raise pretty much whenever. Yeah, it can, but if you have to raise more than what your healers can handle, chances are, you're going to hit enrage, making this "utility" ultimately useless. Its not a RDM's job to raise unless there's a chance you can still clear and both healers are dead. This is just as true with SMN.
- RDM has better utility (?). I guess Embolden (120s) is a good utility? Devotion (90s), Contagion (akin to 2.0-3.x Foe Requiem)(60s), and Radiant Shield (60s) are also utilities and pretty attractive. BLM brings infinite MP and is a great MP battery for that reason while SMN and RDM both are pretty selfish in the MP department.
- RDM can can heal and it's a pretty good amount. This makes me think people expect a DPS to actually stop DPSing and do the healer's job. Under no circumstances should this ever become a necessity in actual group content. This is a means for solo content and the same reason healers have DPS skills. Unless you want them to be forced into parties to heal only and leech EXP (please no), even in open world content. If SE removed Vercure, I'd say good riddance.
- RDM has more mobility than SMN. No, not really. Once a SMN's DoTs are up, they can move around unless they need to use a casted Ruin III/IV. Ruin and Ruin II have the same potency, so it's not like they have a DPS loss then. RDM does need to sit and cast every other spell, otherwise they suffer a loss. While RDM has more mobility than BLM for sure, combined with Tri-Disaster, Ruin II and the nature of DoTs and pet, they have greater mobility than RDM for quite a bit. (Yes, I'm aware Ruin Mastery effects Ruin and Ruin III, however, it is still only a 15% chance- same as my freecure procs on WHM.)



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