WHM is currently the strongest "healer" because of its lazer beam stun, and their LB definitely should have a slighter nerf on that one.
one thing I don't get is the fact they Consider Purify/Cleanse a bug.
<if that was the case, all LBs should be unavoidable and unbreakable>
most of the potency changes for pvp I'm fine with.<don't get why they removed apocatastasis>
some good buff to ranged/caster and other jobs that fell through overall but barely 1%~2% buff, it's not ideal (i was expecting something like 5% buff overall) but I hope 6.3 they bring a more meaty buff to not-melees.
Didn't bahamut for smn used to have cast times? correct me if I'm wrong here I didn't really play a lot of old summoner or new summoner. Maybe that would allow it to feel different from phoenix and give SMN more casting time, I don't know if it would be the perfect solution though.I agree, but i also think that SMN has too much mobility at the moment. I do kind of understand why it has so much mobility, but ultimately it needs to be toned down along with rotational rigidity. But then, i kinda think that SMN's current rotation, while is viable and usable, does need some adjustment to weave in more complexity. It doesnt kill the job, but it would improve the experience.
Bottom line is Smn is a caster but fails to feel like a caster or have the general impact of one. Even if (IMO) it is the flashyiest of the casters. The buffs given today are welcomed, but do not fundamentally address any of the classes core issues... ignoring the current community split of opinion of what SMN should or should not be design visionwise.
I can agree with less mobility on smn just to a point where it's still the most mobile caster I like the idea of giving jobs certain "niches" that make them stand out from others, but at the same time I think niches need to be balanced in a way that doesn't make it too imbalanced
Here's what generally I think we want to avoid when job balancing.
1. Making jobs too similar, fitting practically no purpose other then being a rotational reskin, this is something how I view current melees, I'm generally not a fan of how melees currently function, somewhat with tanks too I believe tanks should be given more identity and more support different abilities, while I think it's hard to balance I rather have a unbalanced game with unique roles then one where the roles function the same.
2. Removing skill expression from certain jobs but also allowing ease of access on other jobs, if a job is "easy to use" that's fine, but we also need more jobs that fill a harder playstyle, maybe granted they give a small reward but more hardcore jobs shouldn't be meta. Also I actually like how Samurai is rewarded for using their defensives "correctly" even if its a small reward it's something that at least makes the job that's generally pretty easy to pick up, give slightly more depth.
3. Big Damage ranges, we should make sure that a job in it's category (tank/healer/dps), stays close to there, ones that offer stronger utility should generally be slightly lower but it shouldn't be enough where bringing a job with more utility makes enrages harsh, I don't think jobs should have utility for free (personally) unless every job had a sort of utility. I personally think even things such as "ranged tax" is fine but its way too much right now, the fact that casters like BLM/RDM are harder to move around then melees also makes me question why casters have a ranged tax.
I play SMN the most as of Endwalker (had played it up until Shadowbringers, since I very much had zero interest in having carpal tunnel syndrome + GNB was cool), and I can say that I don't like the current mobility it has. SMN was always somewhat mobile, and that was fine. The issue is that right now it's virtually no different than a ranged physical DPS.
I also dislike how inconsistent it is. You go from phases with normal GCD timers, to a phase where you channel your inner Machinist to yet another phase where all your mobility dies and you're stuck with the world's most inconvenient gap closer.
I've always liked that SMN had a bit of challenge to play and had some mobility windows. but not all the time. And I preferred it when my lack of mobility was still something I could handle (like with slidecasting) than being forced to use a gap closer that comes up at the worst possible times. I don't know if this has any impact in balance. But if it does, then it's actively harming it from what I can see. I get streamlining it and making it a pick-up-and-play job. But so too was Red Mage for quite a long while, yet it still wasn't this bad.
I'd prefer to have Bahamut phase be the "less mobile but more powerful"-phase & Phoenix phase to be the "more flexible but less powerful"-phase now that both Demi-Summons attacks independently. As of now they can literally strip off one of them & I wouldn't even notice the change. In addition to that, I'd like to have my 1-2 rotation from ShB's Phoenix back, too. I liked the AoE button but they are stowed entirely in single target encounters.
But I'm just somebody who enjoys playing SMN casually![]()
"Outside obvious jokes/sarcasm, I aim to convey my words to the future readers who may come across mine posts. Can I change -your- mind, somehow? Potentially... but that's not why I'm writing. You and I have wrote our piece(s). We don't necessarily need to change each other's mind. But we can change other's."
I got a new email today, that Patch 6.25 is now live!
xD
Cheers
I don't like that they nerfed Redmage in pvp again. :c
♥♥♥
Still wondering if they even realize it's not cleansable and that's the only issue with miracle....
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