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  1. #1
    Player
    Renathras's Avatar
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    Dec 2014
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    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by True-to-Caesar View Post
    Have you seen the PLD rework ?
    You are not going to like what they’ll do to your SMN. Can’t imagine how they’ll gut dragoon too.
    To be fair, PLD was a mess before and the rework is ARGUABLY net positive. Not all of the reworks are bad. Everything wrong with New PLD was wrong with Old PLD (button bloat, some convolusion, etc), and the new one is no more braindead than the other one, it just doesn't require ANTI-intuitive thinking to make it work, like some of Old PLD's cursed openers were really cursed. It's not a perfect rework/Job, but it's not the doom and gloom people that hate it have made it out to be. It lost DoTs that were rotationally impossible to miss (that is, there was no DoT juggling, it was just "alternate between melee combo 1 and melee combo 2), and likewise, the one on Swords was also part of your rotation. If you were just doing your standard rotation, it was impossible to miss them, unlike, say, BRD or the Healers where it's a separate action that has to actually be thought about, even if only just.

    It's far more flexible than it was before, and plays a lot smoother once one makes the transition.

    The only bits of clunk/silliness now are why FoF is a separate action from Requiescat, why Req is still a melee skill for who even knows what reason (they at least figured out GNB's Continuations should have more range...), and why Goring, Expaciation, and Circle of Scorn exist instead of combining them/folding their potency into other things since PLD is a Job that actually DOES have a good argument for having "button bloat" (it and AST) that would justify removing them or merging them. Circle should just have its potency folded into Expaciation and the Devs are already trying to get rid of DoTs, so it's odd to keep any that are on CDs (and by that, I mean ones that you "use on CD" or are part of your standard rotation and can't be missed) when those things can just do direct damage instead and not have to worry about hitting the buff/debuff cap on bosses anyway.

    Folding Goring's damage into Swords, giving Req a 6-15y range (something in there), making FoF upgrade into Req instead of being a separate button, and making Spirits Within upgrade to Circle of Scorn (as just an AOE, not a DoT) then upgrade into Expaciation; those three things would more or less put PLD in a sweet spot.

    No, SE's mucked up a lot of reworks, but the PLD one isn't one of them.

    Quote Originally Posted by VentVanitas View Post
    What will happen to SMN in 7.0 will likely be what happened to MCH and DRK in EW. They got one more button and that's it.
    Honestly, they don't even need to add more buttons.

    Just give us the other three "mainline" summons after using Phoenix and most people would be pretty happy and content with that. At least, people that like New SMN would be. People that don't won't be happy unless it's reverted to Old SMN, and that isn't happening anyway.

    Quote Originally Posted by fulminating View Post
    They seem to have missed that most played and most enjoyed aren't necessarily the same.
    While true in a technical sense - that which is most played/popular may not be the most enjoyed - the converse is also true; if a lot of people ARE playing something, they probably enjoy it on at least some level, and Jobs that are the least played are GENERALLY going to be ones less people enjoy. The only exception is if a Job is just unplayable or considered griefing your team (e.g. pre-6.3 MCH)

    A lot of you guys that hate New SMN don't seem to realize a lot of people genuinely enjoy it. That you don't enjoy it doesn't mean that a lot of people do not. It's often hard to hear, but one's opinion isn't automatically the opinion of the majority. I'd wager that most people that don't like New SMN aren't the ones playing it. While you can find some exceptions - someone wants to be the Caster, their Static wants a combat raise on it, and SMN's damage output right now is more than RDM's - that's not going to be the most common reason for people playing it, given the vast majority of players don't have Statics anyway, and would probably resist playing a Job they truly hated, and that most Statics don't try to force their members to play Jobs they truly hate.
    (1)
    Last edited by Renathras; 02-09-2023 at 07:57 AM. Reason: EDIT for space

  2. #2
    Player
    True-to-Caesar's Avatar
    Join Date
    Jul 2021
    Posts
    311
    Character
    Kyros Orsidius
    World
    Sagittarius
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Renathras View Post
    Boop
    Old paladin : req buff > snowflakes > blade combo. Melee buff > melee combo > atonement then you go for goring blade when the Blades dot is gone. It was really simple and clear to use, not the best but still better than the rework in my eyes. The problem is that it didn’t fit in their 2min meta crap with a job focused on sustained damage and not burst.

    New paladin : use both buffs at the same time, instantly spam the blade combo. It overall feels more clunky, and unintuitive. I’m both sad and glad I stopped playing it at 6.2 and focused on GNB & DRK. Both are just way more fun.

    The only good changes are the buff for Sheltron, Instant Divine Veil, and the fact they finally added another defensive CD with Bulwark.

    Cover has not been touched nor even reviewed, if they did, you got to ask yourself if they genuinely tested the job in real situations. Most useless skill in the game, too niche. Shield bash can be ok in dungeons while sprinting and using it on a stray and single mob between packs (so you may avoid some damage for a very short time). Still hardly used. Button bloat with the Sheltron and whatever the other skill name is when you apply its equivalent to an ally. Bland animations and VFX… So on and so forth.

    No wonder it’s the less played tank job.
    (3)
    Last edited by True-to-Caesar; 02-09-2023 at 08:12 AM.

  3. #3
    Player
    VentVanitas's Avatar
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    Feb 2020
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    677
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Renathras View Post
    Honestly, they don't even need to add more buttons.

    Just give us the other three "mainline" summons after using Phoenix and most people would be pretty happy and content with that. At least, people that like New SMN would be. People that don't won't be happy unless it's reverted to Old SMN, and that isn't happening anyway.
    I will be happy with SMN once it's an actual job that doesn't have or fixes its vapid, disconnected pseudo-mechanics like Gem Summons and Aetherflow. I will be happy with SMN when it actually has more depth to it than a goddamn puddle. It does not need to be old SMN. I just want SMN to be good, and adding more insipid Gems that don't add or change literally a single thing to the job does not achieve that.
    (10)

  4. #4
    Player
    ataren3's Avatar
    Join Date
    Oct 2021
    Posts
    40
    Character
    Ataren Delaeris
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by VentVanitas View Post
    I will be happy with SMN once it's an actual job that doesn't have or fixes its vapid, disconnected pseudo-mechanics like Gem Summons and Aetherflow. I will be happy with SMN when it actually has more depth to it than a goddamn puddle. It does not need to be old SMN. I just want SMN to be good, and adding more insipid Gems that don't add or change literally a single thing to the job does not achieve that.
    I want Summoner to FEEL more like summoner and be more complex than... what we have now. Current summoner isn't a summoner. You don't summon something to have it fight with you. Titan, Garuda, and Ifrit all pop out and go away. Oh and look at that! You can now use THEIR abilities for them!

    Bahamut and Phoenix are fine. They actually do stuff and you can order them to do abilities. I wish they had a little more to them than their equivalent of an auto-attack with two one-time abilities but at least they make you feel a little bit like a summoner.

    The current summoner feels more akin to a "Channeler" class which I would be totally fine with if it was a different class.
    (11)

  5. #5
    Player
    Renathras's Avatar
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    Dec 2014
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    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by VentVanitas View Post
    I will be happy with SMN once it's an actual job that doesn't have or fixes its vapid, disconnected pseudo-mechanics like Gem Summons and Aetherflow. I will be happy with SMN when it actually has more depth to it than a goddamn puddle. It does not need to be old SMN. I just want SMN to be good, and adding more insipid Gems that don't add or change literally a single thing to the job does not achieve that.
    Okay, let's dig into this.

    How are its mechanics "disconnected"? Old SMN was far MORE disconnected. DWT and Bahamut had no relation. FBT had no relation to Bahamut. The ARR Green Mage "filler" phase had no connection to any of the others other than ensuring you had 4 stacks of Ruin 4 when you went into Bahamut and using Tri-disaster before DWT/FBT to get the free refresh.

    The current one flows directly Demi, Summon x3, Demi, Summon x3.

    What is "vapid" about it?

    The only mechanic that is disconnected is still having Aetherflow, honestly. They could just put Painflare on a 60 sec CD and have it proc Ruin 4, balance both for the single target damage ED+3x Festers do right now, and "The last remnants, of the old [Summoner], have been swept away." -Tarkin.

    It's the easiest Job in the game, but that's not really a problem since there are plenty of hard Jobs people can play instead if they want hard Jobs, and it's healthy for a game to have a range of difficulties across its varied classes. A game of only hard classes tends not to last long, and a game of all "medium difficulty" classes (can "medium" have meaning if there are no "easy" and "hard" to compare to?) ends up feeling very same-y and boring. Hell, they even made RDM a bit harder (to optimize) this expansion vs last one.

    "I just want SMN to be good" - SMN is, as of this writing, the most used Caster in TOP Ultimate clears, including part of the pair (BLM/SMN) of the only dual Caster clear.

    Let that sink it. It IS "good", otherwise that wouldn't be happening. It does more damage than RDM while still bringing some of its utility and not requiring the party to optimize around it like BLM. Very clearly, SMN is "good", both in objective performance and in subjective evaluation by a good chunk of the community, including world first Ultimate raid teams.

    Quote Originally Posted by Nizzi View Post
    Take SMN behind the barn and treat it like Old Yeller
    They did that in 6.0...

    And kind of for that reason: They said there wasn't any place they could think of going with Old SMN/new things to add. Old SMN was a mess of tacked on and repurposed systems. Its Filler phase was almost entirely its ARR systems, its DWT was HW, Bahamut was SB (and worked different depending on if you were under or above level 70 in terms of if you needed 2x DWTs to get into it or not), and FBT was ShB. Things just kept being tacked on, and it had become a total mess that, oddly, somehow still WORKED, but they had no idea where else to go with it, what else to tack on, that would still work and not break it, and they were already shoehorning things into other things, like ARR's Egi-Assaults (now GCDs) generating Ruin 4 stacks to maximize Bahamut Wyrmwaves and HW and ShB's DWT/FBT refreshing SB's Tri-Disaster used in ARR's Filler phase!

    It was an abject mess of a Job held together by duct tape, hope, and hours of theorycrafter simulations.

    Quote Originally Posted by ataren3 View Post
    Current summoner isn't a summoner. You don't summon something to have it fight with you. Titan, Garuda, and Ifrit all pop out and go away.
    Have you ever played a FF game before FF10?

    I don't mean this as a slight, but FFX was the first FF game where Summons fought on the field - in place of, not alongside, their Summoner. I believe FF13 is the only Final Fantasy to date where Summons fought in the field alongside their Summoner. (Maybe FF11, never played it so not sure how it worked). FF4, Rydia's Summons came, did their attack, and left. FF5's Summoner Job worked that way. FF6's Magecite Summons worked that way. FF7's Summon Materia worked that way. FFTactics (the original and the War of the Lions remake) Summons were called in, did their thing (had a wide area field effect), and then left. FF8's Guardian Forces worked that way (with a short arrival time where they could be KO'd preventing the attack and with the Boost mechanic where you could increase their damage potential). FF9's Summons (both Garnet's and Eiko's) came, did their attack, and left.

    FFX was the first time a Summon stayed on the field. They didn't fight "alongside" the party (or even the Summoner), as Yuna, while standing to the side, took no actions and wasn't targetable during the duration, so it's like she wasn't even there. FF12's Summons were the first iteration of a Summon taking the field WITH the Summoner (and party), and fighting along with them. FF13 performed a hybrid of the two, with the Summons arriving and fighting with the Summoner (though controlled by the AI) then combining with the Summoner for their finishing attacks. The rest of the party, I believe, was dismissed for the Summon period. [EDIT: Looking up FF11, it looks like their Summons also worked like FF12, with one of two flavors, Summon Avatars proper and then Elemental Spirits which were AI controlled entirely outside of the SMN's hands, but had access to the "Ancient [Element]" tiers of magic spells.]

    FF15 was again, in spectacular fashion, the Summon arriving, doing their big attack, and then leaving.

    So by your definition, the only real Summoners in all of Final Fantasy history were...Summons in FF12 [and FF11]? MAYBE FF13 and FF10 if we're being extra generous?

    That's a pretty narrow definition...especially since, other than Yuna, the FF12 and FF13 casts were never considered "Summoners" while many of the earlier ones (FFTactics Job, FF5 Job, FF4's Rydia, FF9's Garnet and Eiko) all were actually defined as being Summoners. [FF11 Summoners seem to actually be the only Summoners in FF history that work the way you're trying to define all Summoners.]

    The current summoner feels more akin to a "Channeler" class which I would be totally fine with if it was a different class.
    That's more or less what Summoners have always been in Final Fantasy.

    Old SMN felt less like a Summoner and more like a "Green Caller" to me. A Green Mage with a slim selection of support Summons. [Color] Caller, in FF terms, means [Color] Mage with a few less magic spells and a small selection of Summons, sorta like how a Red Mage is to a Black Mage + White Mage. Eiko in FF9 could be defined by some as a White Caller since she was a bit more the game's White Mage (Garnet didn't have access to Holy, Eiko did) and had 4 Summons, two of which (Carbuncle and Phoenix - which had a chance of auto-summoning if the party was wiped out to prevent a wipe) are support/healing focused, one other, Madeen, is the game's only Holy element Summon, and her Trance ability was Double White as opposed to Garnet's Eidolon, which focuses more on her Summons (they are invoked as a "counter attack" while she's in Trance and ones invoked via Eidolon have a chance of randomly appearing in battle, and she also has a higher chance of getting the full animation Summon, which does more damage), and her Summon pool is also wider and includes the more traditional Summons, like Ifrit, Shiva, and Bahamut, including the most powerful one in the game, Ark, which did Darkness damage type instead of Madeen's Holy.

    .

    I liked Old SMN for what it was - a Green Caller - but New SMN is actually much more like a traditional Final Fantasy Summoner than Old SMN was, and even mixes all the past Summoner forms together, having "fire and forget" SMNs like Rydia, Garnet, Eiko, FF5 and FFT Jobs, and the Magecite/Materia/GF summoning systems, while also having the "fights alongside you" Bahamut/Phoenix Summons, which is more like the FFX, FF12, and FF13 summoning systems. It's got it all.

    Quote Originally Posted by Ggwppino View Post
    I will never get tired of writing, carbuncle should be a separate entity from the other summons that can be present simultaneously with them, that has the role of supporter, enriching it with support functions that provide for its correct positioning like shields, buff, heal and other support stuff for example rescue for you or party memeber. This way you are in full control of your summon, without incurring stupid AI.
    Agree with this. Considering at least the three "lesser" Summons are all "appear, blast, leave", and basically just a really fancy SFX "spell animation", there's really no reason for them to interact with Carby in any way. You could make some argument about Bahamut or Phoenix, but not for the other three.
    (0)
    Last edited by Renathras; 02-10-2023 at 06:54 AM. Reason: EDIT for space

  6. #6
    Player
    Vinal211's Avatar
    Join Date
    Jun 2015
    Posts
    40
    Character
    Karmen H'ana
    World
    Mateus
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Renathras View Post
    Okay, let's dig into this.

    How are its mechanics "disconnected"? Old SMN was far MORE disconnected. DWT and Bahamut had no relation. FBT had no relation to Bahamut. The ARR Green Mage "filler" phase had no connection to any of the others other than ensuring you had 4 stacks of Ruin 4 when you went into Bahamut and using Tri-disaster before DWT/FBT to get the free refresh.
    Honestly, i feel like Old SMN's skillset could still be readily used. does it work as what a FF Summoner "actually is"? probably not. does it work as a beastmaster type of class and could be readily placed onto a new class, just with some reworks so it's not just something like "Old Summoner, but you use a battleaxe!"? hell yes, i would LOVE to see Old SMN kit being used again, and i say this as someone who is in absolute love with New SMN. both have their own ways to go about it. Old SMN was a High skill ceiling, high reward type of playstyle, but it also came down to latency and your own hand-eye coordination to make sure your 2-minute opener (oh hey look it would have fit perfectly into the 2-minute burst meta we got going on, har har) didn't screw one thing up or your DPS was neutered into the ground. New SMN is easy to pick up, easy to master, but it does still feel "incomplete". not to the extent that i think DRK is, but it does feel like there should be way more included in the kit and the rotation to make it feel whole, while aetherflow does still feel like a leftover mechanic from before.

    Basically, Both kits can readily work and readily exist together, just in separate classes with more fine-tuning and additions to fully fill the kits out.
    (5)

  7. #7
    Player
    Renathras's Avatar
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    Dec 2014
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    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Ggwppino View Post
    I would also keep it untied from bahamut and phoenix for the simple fact that I would like to restore the buff to the carbuncle. Since the buff is an integral and active part of the rotation, so enhance its role as a supporter
    Oh, I don't disagree. And honestly, they could give Carby a GCD "Ruin 2" (SCH) type attack so it can spit out chip damage and make the commands you give oGCDs so it could use them at literally any time. That would make Carbie seem to have a point other than just "you must have this out to do your actual job".

    I was more meaning that at least one could make an argument for it being tied to Bahamut/Phoenix (albeit, a tenuous one), but there's legitimately no reason for it to be connected to the other three. I'm guessing it steps on the same code for the low level ones, but that's really no excuse.

    Quote Originally Posted by Vinal211 View Post
    Honestly, i feel like Old SMN's skillset could still be readily used.

    ...

    Basically, Both kits can readily work and readily exist together, just in separate classes with more fine-tuning and additions to fully fill the kits out.
    Oh, I 100% agree with this.

    I think New SMN is the better summoner. It more captures the class fantasy and lore of Summoners, both in FF14 and in Final Fantasy as a whole.

    ...however...

    ...I feel that there was enough in Old SMN to legitimately split it into two Jobs. Possibly three.

    On the one hand, you had the Demis (Summons), which fold well into the new SMN. But you also had the makings of a Green Mage (with the DoTs and arguably with the Aetherflow abilities, Tri-Disaster, etc) and a Beastmaster (with the Egis, Enkindle, Egi-Assaults, etc)

    They could easily have made New SMN and Green Mage (GRM) out of Old SMN, if not Beast Master (BSM) on the side. And it is ironic to me, too, that Old SMN fit perfectly into the 2 min model, yet was changed (granted, the new one does, too, but still)

    I guess New SMN doesn't feel "incomplete" to me since I played Old SMN as far back as ARR, and New SMN seems to me to have at least as much going on as that. For those that don't remember, it was 3 (or 4...I guess you could Cross-Class Aero...) DoTs, Shadow Flare on whatever the CD was, Ruinspam. So New SMN feels complete enough to me, though I feel like after Phoenix you should use the other three ARR Primals (Leviathan, Ramuh, and Shiva)

    EDIT:

    Quote Originally Posted by VentVanitas View Post
    Feel free to tell me what purpose Carbuncle serves and why they're needed to summon Bahamut despite contributing nothing but a shield.
    Oh, I agree Carby needs to have something else going on. It HAD the buff, but that caused problems when you summoned things. The simple fix would be to not make Carby dismiss when you summon things. They could also (imo should also) give it a Ruin 2 instant cast (like SCH) and make its buffs oGCDs, that way it can use them whenever commanded but is doing something slightly more than standing around doing nothing. Would also be neat if they made the shield a thing you could put on others (like the PvP version) or gave it a party-wide one (like Eiko's Protect/Shield/Reflect capability in FF9), but they might worry about balance. Of course, they gave RDM Magicked Barrier, so...

    Aetherflow is vapid because it has no thought or strategy to using it. Press Energy Drain on cooldown, dump in buffs. No relation or cohesion to anything.
    I mean, that's not actually the right way to use it, but sure? It generates Ruin 2, which may not always be best to use right away (it's nice to keep on hand during Ifrit in case movement is required, for example), though ED/S and Fester/Painflare are pretty much burn in burst windows...which makes them like Fleche/Contra Sixte, Gauss Round/Ricochet, Bloodletter/BRD's other smorgasbord of oGCDs, Assize, Upheval, etc etc; more than half the Jobs in the game have something like this going on - hell, its sister Job, SCH, does this with Energy Drain!), so this is hardly something different. None of those abilities listed have any "relation or cohesion to anything". Some have ties with other parts of the kit (Gauss/Rico/Bloodletter), but many don't at all are are just "use on CD/cram in burst if you can", like Fleche/Contra Sixte, Assize, and Upheaval. And that's hardly an exhaustive list. So many Jobs have those, it's frankly annoying, but it's not a SMN problem.

    Gems are vapid because they could functionally be removed from the kit entirely and nothing would change other than visual spectacle. All it adds to the kit is giving you a different flavour of Ruin to mash, unless you want to tell me that the only three mandatory hardcasts or two melee GCDs in your rotation is suddenly a big deal. So long as it is sandwiched between the current functioning demi summons, it effectively does not matter.
    Wut? o.O

    Have you played New SMN at level 90?

    Pressing 2-3, 2-3, 2-3, 2-3, 2... 2... 3-3, 2-2-2-2 3... is rather different than pressing 1, 1, 1, 1, 1, 1... You may not LIKE IT, but removing it would very much change SMN's rotation in a noticeable way.

    Do you seriously not see the problem in suggesting to make a mechanic actively worse?
    How would it make it worse? It would be mechanically identical, just without making no sense, thematically, and having a gauge and function that exists "just because it used to have it", which is dumb.

    Why not just fucking make Aetherflow a proper mechanic again???
    Because Aetherflow doesn't now, and never really, made sense for a Summoner? Deleting pointless nonsense as part of a total rework that made the pointless nonsense entirely pointless and nonsensical is hardly the crime of the century.

    I couldn't care less.
    You cared enough to make it one of your arguments.

    I'm just pointing out you were wrong.

    It could be the best caster in the game for speedkills and I would still call it shit so long as it remains as it is.
    That just makes you stubborn and wrong. If it's the best Caster in the game, it wouldn't be shit.

    Monk is my main, and it being arguably one of the strongest melees in all of EW so far does not sway my opinion on it being a badly designed job. SMN is no different to me.
    MNK is an entirely different Job design. And if you like it, more power to you. Me personally, I find MNK convoluted and annoying to play, so...I don't play it. I find it more annoying than NIN. Different Jobs for different Bobs, I guess. It's a good thing, and healthy for the game, to have different Jobs with different playstyles so that they appeal to more people and so more people playing the game can find Jobs that they like.

    .

    Your arguments largely amount to "I don't like it" and "I'm going to lie about facts to support my not liking it".

    I get you don't like it, and that's fine...but don't make up stuff to make your argument seem stronger than it is.

    As I said above, I feel they could have made two entire Jobs out of Old SMN (if not three), New SMN being the Summoner one and Green Mage being the DoT Mage one. There's no reason they couldn't add GRM. Supposedly they're worried about DoTs, but that's an empty argument when they added one for PLD (which they've now removed), every Healer has one (including the new one), and they added all kinds of boss debuff weird abilities (including RPR's...personally damage buff...for REASONS...)

    I still feel so. If in 7.0 they only Job they added was GRM, and it was Old SMN's main "filler" rotation system with a bit more on the side to make up for the Demis being gone, I'd be fine with it.

    ...I wouldn't play it (I hate DoTs and never really will care for them), but I'd love it in the game because I know people like that kind of gameplay, and as I said above, "It's a good thing, and healthy for the game, to have different Jobs with different playstyles so that they appeal to more people and so more people playing the game can find Jobs that they like."
    (0)
    Last edited by Renathras; 02-10-2023 at 03:57 PM. Reason: Marked with EDIT

  8. #8
    Player
    Vinal211's Avatar
    Join Date
    Jun 2015
    Posts
    40
    Character
    Karmen H'ana
    World
    Mateus
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Renathras View Post
    New SMN feels complete enough to me, though I feel like after Phoenix you should use the other three ARR Primals (Leviathan, Ramuh, and Shiva)
    This is exactly where I think the current idea of "incomplete" SMN lies, is that the rotation after Demi-Phoenix is exactly the same as Demi-Bahamut. the sole difference being that instead of intense damage from Bahamut, you just do a lot of regen in between semi-high numbers with phoenix. everything in-between is Ifrit, Titan, and Garuda spam. hell, Leviathan, Ramuh, and Shiva could probably fit as support AoE summons in comparison to Ifrit, Titan, and Garuda being DPS AoE. Leviathan's Astral flow places a debuff on enemies, every time you attack with Leviathan Rite/Catastrophe it makes an explosion that damages and gives minor healing. Ramuh's could be a DoT/Damage Down debuff that increases in potency depending on how many Rites/Catastrophes you use beforehand. Shiva's could be a shield that explodes after it's broken or on command. and once again, why stop there? continue on with Trances and summons for Heavensward and Stormblood, maybe they can be specific single-target variants, one set for outright damage and one for more support. upgrade the ARR primals to their Eden variants with potency increases for no DPS loss later down the line. add in extra gauges or mechanics to do off-hand summons for powerful attacks or supports with summons like Odin, Knights of the Round, Moggle Mog, hell maybe even Eureka too, after using your Demi-summons in specific orders. maybe have carbuncle work on the old Demi mechanic with attacking between pet commands and being eaten for summons, could possibly move Ruin IV procs to that if there's enough time that it's on the field between summons. Aetherflow stacks coming from your summoning instead of Energy Drain/Siphon so there's more Fester and Painflare weaving. maybe call upon the Eldest of Elder Primals (you know the ones) as a reward for a specific weaving of Demi-summons and keeping Astral or Umbral aether flowing without opposition.

    there's so much to be built off of new SMN IMO, and the template for it is easily already there just in the main story alone. add in all the side story primals and the like and you got more than enough to work with for at least 4 expansions of steady additions and improvements, if not more.
    (1)

  9. #9
    Player
    Ggwppino's Avatar
    Join Date
    Feb 2022
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    340
    Character
    Ggwppino Yarappoi
    World
    Louisoix
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Vinal211 View Post
    This is exactly where I think the current idea of "incomplete" SMN lies, is that the rotation after Demi-Phoenix is exactly the same as Demi-Bahamut.
    I think the smn is incomplete because it only has one base rotation and nothing else. Not because it has no other summons, or rather, it's not the main point.
    The problem with smn is that it currently only has one basic rotation and that's it. It is the simplest gcd rotation of drg. Stop, done. It has nothing else that makes the class deep. Frankly if it has to be like this, remove everything and just do the boss mechanics like Bardam in Bardam's mettle (SQE, just kidding).

    Quote Originally Posted by Renathras View Post
    It's the easiest Job in the game
    The point is not whether the class is easy or difficult, but its accessibility.
    If you add depth to the smn gameplay, however it will be the most accessible and most digestible class. This is because it was thought out, well in my opinion, to be clear: You have elementals that have Rite and Flow and every minute you have Bahamut/phoenix. It's the easiest class to understand and that's the important thing. But simpler not because it is stupid but because conceptually it is well done and easy to interpret.

    Quote Originally Posted by Renathras View Post
    SMN is, as of this writing, the most used Caster in TOP Ultimate clears
    Now it's not that easy to play, now you really don't play with this class. You're playing to do the right raid mechanics. If in HC2 the boss could be attacked, for the smn, it would make no difference.
    And that's why it's preferred over the other casters. Not because it's nice to play, but because the only thing you do is follow the raid mechanics without being distracted by your rotation without having any penalties in terms of damage. Why do I have to play the rdm if with a non-existent effort I perform better with the smn?
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    Last edited by Ggwppino; 02-10-2023 at 11:31 PM.

  10. #10
    Player
    Ggwppino's Avatar
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    Feb 2022
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    Character
    Ggwppino Yarappoi
    World
    Louisoix
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Renathras View Post
    Agree with this. Considering at least the three "lesser" Summons are all "appear, blast, leave", and basically just a really fancy SFX "spell animation", there's really no reason for them to interact with Carby in any way. You could make some argument about Bahamut or Phoenix, but not for the other three.
    I would also keep it untied from bahamut and phoenix for the simple fact that I would like to restore the buff to the carbuncle. Since the buff is an integral and active part of the rotation, so enhance its role as a supporter
    (1)

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