Reading summoner was like seeing all desires of summoner culminate in one long beautiful change log. I was already excited, so it's not a new feeling, but man that was a lot of "we heard the feedback" changes. Some feels for those who liked the DoT system, but there is good news in that can now be in a new job dedicated to the concept wholly in theme though, yet I am ecstatic for the changes. I really appreciate that they tried to make the primal effects different (while still needing balance of course), and yet you will get to use them all (rather than "x thing for y fight, z thing for s fight).
Overall a lot of fun reading the changes, monk is different enough it might be my thing now- I like the more dragonball sort of vibes (though it is a different beast, so maybe some people might miss some elements, hopefully the new style is appreciated by those who liked the old one too). Paladin with self care skills baked in is wild. . . excited to try it to solo some stuff with epic echo lol, it's going to be a great beast of fun.
Hopefully they'll give similar treatment to blue mage (new bells and whistles and also looking at the piece overall), I really enjoyed the 60 to 70 spells (generally just all changes and spells that came at those release points), but with some more QoL, including like friendly mimicry and both diamondback and moonflute could be made a lot more fun, self stuns are a big low point for me on the job overall (unfun to use, but the utility is sometimes too important to ignore in certain content), new spells, perhaps new mechanics (like FFXI blue mage passive effect alchemy but perhaps more like Diablo 3 legendary horadric cube), and content.. that could be pretty exciting imo. New content like perhaps unreal like roulette (instead of the blue log which I feel suffers from strong FOMO (fear of missing out) / FOTM (flavor of the month, flash in the pan concept) issues, where finishing the log will be significantly harder later, but unreal like concept could do very well), Deep Dungeons, and maybe even Eureka. I think the carnival is interesting but it's a bit too formula to me in the sense that "use x or fail" in quite a few, with sometimes no hint at which.. meaning easily waste your time and encourage you to read a guide instead... so I'd appreciate perhaps some more "approach this fight how you'd like, assuming you have a half decent kit and skill" challenges akin to how you can kit yourself however in Hades or Diablo 3 and that feels different but you're usually not ruined if you didn't have exactly X spell. Keep the weekly mutation idea though, maybe a QoL auto select / filter option so you can more easily build a compliant kit based on the mutated rules for that week ("use rank 5 fire spells only", press the filter button and it would filter out everything that didn't meant the requirements of the challenge, making kit building a lot smoother experience - I should note you can self filter already, I'm just thinking making it smoother.. lazier? lol).
Love the revision section so you can easily see changes, thanks to whoever managed to update all that![]()


, yet I am ecstatic for the changes. I really appreciate that they tried to make the primal effects different (while still needing balance of course), and yet you will get to use them all (rather than "x thing for y fight, z thing for s fight).
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