so that would only work if you reworked the whole class? You would have to spend more stuff in order to make that better than the dots and you think that's a good idea?


Unfortunately, that's actually what the class needs, so yes. The DoTs actually detract from the playstyle of the class at this point, both directly and indireclty. Ruination actively hurts SMN's design and with how tight the timings are, if you cast DoTs even a second too soon with TD, you will lose it the damage bonus for 1-2 GCDs.
It is a classic example of something that sounds good on paper but in practice flat out doesn't work right.
And if we're going to start deleting mechanics, other things have to be brought up OR ADDED. So if you remove Ruination, you need to add 20 potency to every ruin spell at a 50-75% rate to maintain damage neutrality. If you remove DoTs, that's about 70 as well over every GCD on average. You can't just rip one thing out without everything being affected, and that's a lazier way of doing it where it's not actually a rework.
that is a cooldown problem and as for ruination it should just be given to miasma. The glaring problem that actually is a detriment is festerruin. Also your idea is buffling to me you're saying that we should remove dots cause it's detrimental to this job and then you say it's for a reworked summoner version so it obviously isn't a fix but it isn't something new either and the problems i told you with this idea still stand they would be less usable than the dots . Also its not just the dots rigid it's the whole rotation cause they changed aetherflow if you return aetherflow you fix the rigidness of it cause all of a sudden you can rush trance.Unfortunately, that's actually what the class needs, so yes. The DoTs actually detract from the playstyle of the class at this point, both directly and indireclty. Ruination actively hurts SMN's design and with how tight the timings are, if you cast DoTs even a second too soon with TD, you will lose it the damage bonus for 1-2 GCDs.
It is a classic example of something that sounds good on paper but in practice flat out doesn't work right.
And if we're going to start deleting mechanics, other things have to be brought up OR ADDED. So if you remove Ruination, you need to add 20 potency to every ruin spell at a 50-75% rate to maintain damage neutrality. If you remove DoTs, that's about 70 as well over every GCD on average. You can't just rip one thing out without everything being affected, and that's a lazier way of doing it where it's not actually a rework.
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