


I'd like to see the gemshine/brilliance buttons turned into abilities and replace the current flavour ruins with the actual ruin button if you are currently under influence of a primal.
That would give some flexibility with gemshine/brilliance as low level versions of astral flow something like:
Ruby gives ST/AoE short/stackable burn debuffs (like close ranged cone aoe with an animation of ifrits claws)
Topaz gives ST/AoE additional unique stun/silence effect to avoid overlapping (radial aoe around yourself with a huge rock crashing down from above)
Emerald gives ST/AoE grants additional aetherflow stack (feathers raining down around the monster target)
(those are just on the fly random suggestions to show that there's a lot of potential)
and have them get like 3 charges after every trance so you have to choose which summoning phase you want to burn those stacks single target OR aoe kinda like Summon themed version of Aetherflow.
It doesn't have to be super complex but I'd just like a liiiiitle more variation especially at lower levels - the job doesn't feel like anything below 86 and it's very sad...



It's a good game. Really hope they will be a 2 or something, the level of ingenuosity you can use to make a path from checkpoint to checkpoint is amazing.
I really recommend this game to anyone, if Ninja used Sekiro as an inspiration, Ninja would be my second job.
Anyway.
No one is asking for Dark Souls as a job.
People are asking that SMN go from Pokemon Sword and Shield difficulty to Legend of Zelda Wind Waker level of difficulty, but without the quest for the Tri Force.
Agree.
And funny thing... a game, too hard for the world, has become GOTY, earned several other prices and got tons of positive feedback. Says enough about "We HaVe tO BraINdEad evERyThInG!".

I enjoy this summoner. Its too easy yes, but I refuse to accept the previous versions as a summoner. button bloat and clunky choco dung was also boring and a poor excuse for complexity or depth.
I think I'll keep this version and hope they improve upon it.![]()




Objectively false. What new Summoner actually does is introduce and teach you the base gameplay loop at earlier levels and adds on to it as you go on. I have now described most of the jobs in this game except old SMN. The majority of players largely appreciate this design, as opposed to the weird contortions old SMN went through every 10 levels. What started out as the most boring job in pre-50 became easily the clunkiest mess by the time one hit level 80.



I'm glad to see people complaining about SMN because it shows you DPS mains what us healers have been complaining about for years.
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