Are you saying Seraphor is lying or the devs? Just want to be clear that the devs said Rogue is Thief. Well that and there is a clear relationship between Rogue and Thief in classic abilities (even if some are modified for balance or whatever other reasons).
On mug / steal true drop attack could cause a number of problems, having it relate to death still acts as a sort of stealing effect while staying more balanced and relating to normal drop tables (not requiring another new drop table).
Something that might be interesting while staying balance able would be you could mug an enemy, increasing their drop table like it does currently, AND you have a chance to steal a random item that fills the mug ability slot temporarily. Like you might steal a potion, bomb, smoke bomb, poison, hi-potion, etc, etc, and you could then use that in combat- making it so you get to steal something on the spot. Not that I think that is needed but it might have made a fun little gimmick.
Don't think you've ever asked me but I would say ARR's was a very poor shadow of FF SMN and our current SMN, while a little toned down in breadth (options) / primal focus (kind of wish the non-primal spells would as you get higher level become more primal related) more than I'd like, yet is obviously and clearly a FF SMN. Mechanically our current summoner represents pretty much all of the summoners in all of the games, which is kind of unique. If they give them some level 90 ultimate spell to replace themselves with a primal temporarily then you've got every representation ever lol (I call it 'demiurge' :3).
Ultimately having gone through a decent amount of thought, looking through all the games in and out of their own contexts, and then making loads of posts of it.. I would say FF SMN (making a clear distinction that being a generic SMN doesn't make you a FF SMN, just like being a chicken doesn't make you a chocobo)- FF SMN is a job that "summons grand beings to do grand things". That's it. That's a FF SMN. The gameplay and back story of each SMN has shifted wildly from each game but until FFXIV's ARR version EVERY, and I mean EVERY, single FF had your main and most nostalgic, most spells from the weakest to the most powerful, most memorable moves were all about calling grand beings to grand things. You cannot give SMN something simply and call it a day, FF's SMN is about excess.
Like if someone had to describe SMN in one word, beyond using the job's own name to describe it lol I would say "excessive". It's not that every single being SMN calls is huge, but they're always "extra" your cute chocobo butt summon, carby, moogles, whatever, your 10 minute cutscene of the entire universe dying, it's always one of the most excessive jobs. In terms of budgets, SMN should be at the top lol. It's why I said ARR's SMN was a good job but a bad FF SMN - it didn't even go half as hard as FFXI did (which was a pretty subdued game, so that's not a good thing I think), it was like someone decided to make part of the game chibi theme'd while the rest of the game ignored that concept. Now however (post ARR) we've got demi stuff, and huge ahk morns, fairly high primal content focus, pet, one offs, etc - so.. while of course I'd love to see more and more primal focus, it definitely currently has some of those vibes (grand beings for grand things). I also appreciate that they've tried to keep the diversity of the job (even adding a fairly potent healing dot to an attack move), and honestly they are even keeping it overpowered too which is kind of cute lol (not saying crazy OP, but at least when I play it I feel like I've got great support, great damage, and great mobility- it's just overall pretty great lol).



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