It's blindingly obvious SMN will go the same route as MCH did. At 100 they will get some random oGCD that doesn't interact with the kit, some potency upgrades, and maybe a new animation or two. That's it.
SMN was, until both the community and SE decided they hated DoTs
I’m holding out copium the next caster is a DoT heavy class (would
Love something like afflock in XIV) but I’m not holding out hope too much
I have my doubts if we'll ever really see any true dot-based job (new or old reworked). Not just SMN, but we had an across-the-board dot nullification ever since SB. The only job with actually 2 dots nowadays is BRD and even those became almost mindless to manage. Maybe the combat infrastructure just don't do well with that? I can't say much because I'm not a programmer or know the game's code, but I wouldn't be surprised if this would be ever sphagetti's fault, based on how clunky some specific little aspects of the game systems are.
It's either that or they are cooking the next caster job to be really dot-focused, and simplified that niche to everyone else.
Did you just hit rock bottom having to speak to yourself? Lol.
I just don't know why it's so wrong to just have a simple job with simple mechanics, seriously
Games like League have simple champions so you can focus more on the main mechanics and not so on your main buttons, that way you have both people who can have an easy time playing the game without putting a lot( or more than it should) thought on it
On meeles we have RPR with an easier pack of variable positionals you can choose and a stance where you directly don't have one
On healers we have WHM and to an extent SGE with simplier gauges and stuff to manage, contrary to AST and SCH wich at high level it's rewarded with a shit ton of dmg buff on the case of AST
And for tanks we have WAR again with a simple combo and unga bunga rotation
Why is it so wrong for casters and SMN to be just, simple?
Being BLM one of the highest cielings, RDM a job easy to play but hard to master and SMN just being, well, SMN
I'd say it was about the same, or slightly less technical than BRD currently is.
Do you do Ultimate and current Savage content?
Almost all those fights have optimizations you can make with what you summon first either due to movement or due to the boss becoming untargetable and needing to maximize potency
The end goal of all jobs is low skill floor medium to high skill ceiling, is this hard concept to understand?I just don't know why it's so wrong to just have a simple job with simple mechanics, seriously
Games like League have simple champions so you can focus more on the main mechanics and not so on your main buttons, that way you have both people who can have an easy time playing the game without putting a lot( or more than it should) thought on it
On meeles we have RPR with an easier pack of variable positionals you can choose and a stance where you directly don't have one
On healers we have WHM and to an extent SGE with simplier gauges and stuff to manage, contrary to AST and SCH wich at high level it's rewarded with a shit ton of dmg buff on the case of AST
And for tanks we have WAR again with a simple combo and unga bunga rotation
Why is it so wrong for casters and SMN to be just, simple?
Being BLM one of the highest cielings, RDM a job easy to play but hard to master and SMN just being, well, SMN
Yeah but league has macro.I just don't know why it's so wrong to just have a simple job with simple mechanics, seriously
Games like League have simple champions so you can focus more on the main mechanics and not so on your main buttons, that way you have both people who can have an easy time playing the game without putting a lot( or more than it should) thought on it
Come on, don't compare Summoner to Bard. Bard is basically a wack-a-mole minigame disguised as a job. And if you delay a single song your parsing lowers drastically.I'd say it was about the same, or slightly less technical than BRD currently is.
Do you do Ultimate and current Savage content?
Almost all those fights have optimizations you can make with what you summon first either due to movement or due to the boss becoming untargetable and needing to maximize potency
Last edited by Vandso; 06-13-2023 at 07:30 AM.
The issue that Summoner had before was that it was partially a summoner and partially a dot-management job and SE was struggling to make it both of these things at the same time, so they had to choose. It had this whole technical rotation just to summon one or two things like Bahamut or Phoenix, and most of the time used egis that were underwhelming.
I think another dot gameplay job or even another pet job would be fine, but it was difficult to achieve a traditional FF summoner the way they were doing it before. If the pet never needed to change because it was always whichever pet you had captured, then the focus could be more on the job's other mechanics such as dots.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
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