My personal feelings on the fantasy, and various concerns with how the job fantasy is expressed:
TL;DR:
Carbuncle is cool, I want more carbuncle interaction.
Build up to cool super move is more fun than waiting for permission for cool super move.
Leveling was fixed... kind of.
SUMMON I CHOOSE YO- wait no, wrong IP! Having a
selection of summons to customize depending on situational needs is more engaging than picking an order to summon the same primals every time. And the future of summoner kind of needs the option if we want to have its identity depend on mascots long term.
Dots and egis were not against the job fantasy of summoner, their graphics were.
Delete physick.
1. I love that the carbuncle is taking a more canonical role in summoner as a permanent familiar and I don't mind that the primals themselves are just particle effects, but I do wish that carbuncle interaction was more than One mandatory burst phase buff, and two shields. (if it must be JUST a support bot, an easy fix would be to have the role action animations be displayed as coming from carbuncle now that there shouldn't be a queuing problem. Think of mch lunchbox slap vs brd flute, vs dnc... dance. That would be a big help with flavor, at least for me. Oh, also bring radiant shield back from old ifrit :3c carbuncle casts reflect doesn't he?)
2. The mechanic hierarchy is all kinds of messed up. Our BIG POWERFUL ELDER PRIMAL summons are fulled by... wait no, nothing, they're just cooldowns. You literally start with the most powerful primal in canon (outside of [REDACTED] and [REDACTED]) and it's all deescalation from there. THE MIGHTY AND POWERFUL DREAD WYRM BAHAMUT gives us permission to do our filler phase which consists of ammo whack-a-mole, until the timer tells us we're ready to summon phoenix, and then it repeats until bahamut decides he's ready to play again. So to repeat: Biggest baddest dude on the block is ready to go immediately, unlocks the ability to use the weak ones, slightly less baddest dude on the block decides that the biggest baddest dude has been gone long enough and allows himself to be summoned, and then once again grants us permission to summon the little guys. cycle repeats. The rotation is a constant downhill hype ride. Also aetherflow is there. (why is aetherflow there? It is literally just ocd fluff with no mechanical or thematic tie in to the job at all now.) Also it rubs me the wrong way that the small weak primals have more influence over your approach to casting and optimization than the two demi primals, despite them being out for longer (individually) and them being our big climactic abilities. It's the same problem I have with how ruin IV is where the skill lies in current summoner, instead of making sure bahamut is summoned. It's more of a mechanically artistic complaint than a numerical/rigor mechanic complaint.
3. I am super SUPER thankful of our leveling process being fixed and having such a complete kit at such a low level, as current summoner teaches you WRONG right now as its leveling progression. But, there is a huge problem with the acquisition of phoenix right now, as since level 79 is a deluge of BAHAMUT, GEMS, BAHAMUT, GEMS etc, once you get phoenix, your damage drops since you will be missing a deathflare every other minute now. Leveling up shouldn't feel sucky, especially not at a capstone level. And yeah, a utility summon is nice and all, but one that lasts for 15 seconds out of every 2 minutes isn't very useful since you shouldn't just hold your demi just in case. And I really don't think that fights should be designed to need more healing every 2 minutes just for a smn to feel (artificially) useful. (more on this later)
4. After we get our last 3 gem summons (leviathan, ramuh, shiva) what is next? Add another demi + the warring triad? Are we gonna have a 3 minute rotation? Are our different primal/demi phases going to be overwritten? I don't think this design is as future proof as we're hoping. And I'm worried that someone might get attached to a certain phase or mechanic that exists now, but will be overwritten later to save room. (more on THIS later)
(now is later) Personally, a key part of the fantasy of a monster summoner is that your pool of summons is a toolbelt, not a check-list. Phoenix, as he works now, would be much cooler if I could keep him in my pocket until things start to look dicey, and instead of summoning my big bursty bahamut demi, sacrificing that summon to instead summon pheonix to provide support in a pinch, while still doing a bit of damage. Hell, I know there's talks of removing raise, and I'm all for it, but I wouldn't mind if raise was ONLY accessible in pheonix trance, and say your attack gcds, if targeting a downed player, would raise them instead, maybe even have each raise give a little (VERY LITTLE) buff to phoenix itself, so that its revelation could do more damage the more people you raise (not enough to be more than bahamut, or even comparable, but enough to reward you for doing a cool save and not feeling like you wasted that trance) that would be a much cooler fantasy imo.
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And I think the end game for summoner, to prevent any more button/rotation bloat, and avoid removing more things as summons will eventually have to be overwritten or diminished, is for us to either have branching paths on our rotations, or to keep things a bit more mechanically simple/restricted, to "slot" summons (say, 2 demi attunements,and 3-6, gems) and have that dictate your available summons/rotation.
Examples for "summoning slots":
EW lv90 slots: bahamut/phoenix attunements, ifritx2/garudax2/titanx2 gems.
EW lv78 slots: Bahamutx2, ifritx2/garudax2/titanx2. (for more raw damage, less support)
Expected Lv 100 slots: Baha/Phoenix, ifrit/garuda/titan/leviathan/ramuh/shiva.
LvXXX slots: Alexander/phoenix, sephirot/bizmarck/Sophia/.../.../... (potential full support)
So you would slot more supporty/safe summons in a prog scenario, and then go full force with more aggressive summons in a farm/speed clear scenario. For more casual stuff, you would go with a jack of all trades / default loadout
It could even be tied to our gauge in some way (if the ui could handle that)
Also I liked dots. I love death by a thousand cuts styles of combat. The only complaint I had about them was they didn't get the glare/dia treatment to make them more thematic with the job. (as people didn't understand that we were corrupting the enemy's aether like primals do)
And delete physick, like wtf?
This isn't a full request for a redesign. (if the incoherent rambling didn't tip you off! :P) But this is just more of a list of concerns I have for the state of SMN's identity and how it expresses its power fantasy. I truly think there is an achievable middle-ground that can be satisfying for both old smn mains, and non-xiv smn fans.