U can reduce the spell effects if others , is on char optionsi think the summoner need one change, super important, turn down a bit the effect, i did tank a dungeon with 2 summoner and a white mage as paladin.... oh god... my eyes was hurting at the end of the dungeon, i don't want to turn down the effects of the teammate because of the summoner... outside this...
ps: ifrit and titan summoning are simply too bright and often hide aoe of boss... it's insane.
Yes. The devs don't have a problem with borderline braindead jobs being in the game, so SMN will largely stay this way. It could get some minor adjuments, but nothing that will change the job drastically.
You are right, that it is one button, but that one button changes to other things as you do your rotation and adds meat to your previously filler elemental phases. So, yeah, it is a lot.Lol no. It doesn\\'t.
You just finally get use another button more frequently after not getting nothing new for awhile so it feels like it\\'s adding a lot
It's really sad. I started playing FF14 recently and used summoner through the whole msq. I tried different jobs but summoner was simply the most fun. They basically deleted the job and replaced it with this flashy boring rework. Idk but I think dpsing on healers is even more fun than on SMN because at least you also get to heal as well.
I think they have a great foundation. What it needs now is more depth.
A rework of aetherflow could just be that extra layer of complexity that's missing.
I actually rather like the Summoner, though more so for the class fantasy rather than gameplay. When I started playing this game two years ago, I expected the SMN to be similar to that of any other FF game, FFT in particular. You summon a creature, it casts a powerful spell, then leaves the battlefield. While I eventually grew to like the previous iterations of XIV's SMN (it was my first max level class during ShB), this version has what I wanted from the start. On the other hand, I indubitably still had fun with ShB's SMN and it's two minute rotation, but it was a different kind of fun. The SMN from ShB was fun for its complexity while the Endwalker SMN is fun for the fantasy.
Honestly, I would prefer if they retained the rather new identity SMN now has but built upon the foundation. I've got nothing against complex, high skill classes. In fact, I prefer them (I'm one of the people upset about the removal of positionals and OGCDs from the Monk), but I hope they don't do a complete 180 and revert everything.
what is I told you....there is an option for that in your character config?i think the summoner need one change, super important, turn down a bit the effect, i did tank a dungeon with 2 summoner and a white mage as paladin.... oh god... my eyes was hurting at the end of the dungeon, i don't want to turn down the effects of the teammate because of the summoner... outside this...
ps: ifrit and titan summoning are simply too bright and often hide aoe of boss... it's insane.
I can tell you didn't actually read their post ( " i don't want to turn down the effects of the teammate because of the summoner " )
But that aside, even with that setting you still see the model of the primal dropping onto the field which is very annoying by itself.
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