You wanted carbuncle to do more... It's a raid fight. Please look forward to it.
You wanted carbuncle to do more... It's a raid fight. Please look forward to it.
I don't even play SMN, but I gave your post a like simply cause you sound based and you sound like the SMN version of me for SAM...What exactly do you want me to say? You press the same button over and over again with two hard casts on ifrit and the swiftcast puddle on garuda. Unless you don't have 15s raid buffs to fit slipstream under in which case you can hardcast that one too if you're feeling daring. The primals amount to little more than a reskin of one another, offering at best the illusion of choice in an otherwise homogenous, pathetic parody of a dps. They build nothing, leading only to the wet fart of the demis. The job is fundamentally flawed, more primals will not address this beyond a minor slowing of how rapidly the primal summoning animations (all they have going for them) get old.
I absolutely cannot understand why they would butcher the Summoner down to a basically "brainless" style of play.
For context, I played ShB Summoner and was having a hell of a time playing around the summons. It was a great feeling to understand the complexity and timing of my rotations even if it was harder to grasp at first. Summoner truly felt like a job where you're a caster that balances your own magic with the magic power of your pets.
Coming back to 6.2 after a LONG HIATUS to restart with my friends, and now they destroy the Summoner playstyle that had existed for so long in the perspective of "bringing it more in line with traditional FF summoning". Sure the summons are large, flashy and do a lot of burst damage in a small window but there are now a lot of inconsistencies the more I replay:
- As the title says, OUR OWN CARBUNCLES DO ABSOLUTELY NOTHING outside of the summon rotation window. It's like our pets have been degraded to minions rather than actual pets (chocobos) with HP bars, so what is the point of this trait?
- Initial Arcanist questline narrative hasn't been altered to match the current Summoner changes, such as misleading the player to believe Summoner is about STRATEGY which is not the case anymore as every single summon can be used every Aethercharge rotation and is no longer situational from the old shared recast timers of Egi Assault (i.e, Carbuncles having unique abilities and having to pick between them, Ruby = Attack-oriented, Emerald = AOE-balanced, Topaz = Defensive-oriented)
OLD:
NEW:
- NPC Arcanist literally has her own Carbuncles Auto-attack and use abilities whereas ours does not
Do the developers really believe we're incapable of thinking and using our abilities in a meaningful way?
Last edited by Ennowyn; 09-05-2022 at 11:09 PM. Reason: Fixing Embed Images
This rework is atrocious as someone who played and loved this job through ShB. They not only removed anything resembling a rotation, but SE also decided to delete pet interaction and make SMN a glorified physical ranged. So now a job known for its learning curve becomes a 1-2 job; this rework shows a complete disregard for the players that enjoyed XIV's previous iterations. On top of that, it's almost been 10 months since EW was released. We still don't know where they want to take this job, and it was left in this state with no communication is disheartening, to be honest.
I feel we need another rework in 7.0 at this point, one that uses want people liked about SMN before EW. Ie. Pet interactions, DoTs, etc.
Wait, you can place carby? I never tried...
It's moreso that this iteration of SMN feels incomplete, not broken. What we have mechanically feels like what any other job might have at level 60, not 90. Simply building upon this version of SMN can, in theory, resolve the overly simple rotation, though we'll ultimately have to see how they progress with the job. In regards to Carbuncle, though, I think the team needs to resolve whatever makes it currently impossible to keep Carbuncle out when the demi-primals are summoned. There's no reason for Carbuncle to need to be dismissed from a gameplay standpoint, and allowing him to stay out would give the developers the opportunity to inject more substance into him. It's just old code that's currently holding him back.This rework is atrocious as someone who played and loved this job through ShB. They not only removed anything resembling a rotation, but SE also decided to delete pet interaction and make SMN a glorified physical ranged. So now a job known for its learning curve becomes a 1-2 job; this rework shows a complete disregard for the players that enjoyed XIV's previous iterations. On top of that, it's almost been 10 months since EW was released. We still don't know where they want to take this job, and it was left in this state with no communication is disheartening, to be honest.
I feel we need another rework in 7.0 at this point, one that uses want people liked about SMN before EW. Ie. Pet interactions, DoTs, etc.
It would be nice if the old poison mage elements could be restored onto SCH since SCH is a hollow husk of a job currently with no rotation at all, that way the old rotation can live on.
It's both. New Summoner has inherited all of the problems of old Summoner without actually fixing anything. They didn't actually solve any problem with old design while also making it so simple to play a cat could get through the entire rotation.
I disagree. SMN feeling like a level 50/60 job in a level 90 era is a big problem and contributes to the aggressive simplicity of the job which does need to be corrected, but it did eliminate several of old SMN's issues even if it may not have seemed worth the fix. ShB SMN was a disjointed mess that you made work, but had no real kit synergy. It was a garage sale of vestigial mechanics jammed together like a bunch of puzzle pieces that don't belong. The leveling experience of it was also a disaster--like you were learning a completely different job every few levels, and that also meant you had to know several different rotations in order to use SMN in synched content.
It might not feel as satisfying to use, but at the very least, it actually has a flow to it. Its biggest clunk is just the inability to keep Carbuncle summoned during Demi-primal summoning and is otherwise fairly flexible which is a good quality. It's a good foundation for a job, it's just that it shouldn't have launched in this incomplete state. Having almost a job for an entire expansion is an issue, one that will likely be fixed with the release of new expansions. That's not an excuse for being as simple as it is, but it has a direction at least.
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