Now I haven't really played SMN at anything above an Extreme so I'm probably not the best person to answer this, but there's a few initial ideas that I could think of off the top of my head.
- Making the order of the summons have an impact on the gameplay. -
You know how the legos kinda have set charges. Garuda has 4, Titan has 3 and Ifrit has 2 and the fact that Ifrit has a GCD that has a cast time. Why not apply that to the order instead of the actual summon instead, and to have that damage ramp up and gain different interactions depending on how many summons you summoned before? To give an example.
- Ifrit is summoned first. Ifrit has 4 charges and the primal attack. Summoner now gets the "Eikonic Influence" buff that gives a 10% damage buff to the next Summon.
- Titan gets summoned next. Titan has 3 GCD charges that now has a 1.5 GCD cast time has 2x increased base Potency. The primal attack now gives a vuln up to the initial target of the primal attack. Summoner gets an "Eikonic Influence" stack.
- Garuda gets summoned last. She has 2 GCD charges that are now hardcast for 2.5 seconds and has 3x increased base potency (much like the Ifrit GCDs from the system now). The primal attack now gives anyone standing in the circle a vuln up and a DoT that keeps getting refreshed if the target stays in the AoE.
Of course there's a lot more interactions other than those 3, and it all depends on the order of the summoning.
Like maybe if Ifrit gets summoned first there's really no buffs at all, then if he gets summoned second, then the Primal Attack has a DoT on the target, and if Ifrit gets summoned last then the primal attack is guaranteed a Crit/DH hit.
Or maybe we can also experiment with party buffs with the interactions as well. Maybe if Garuda gets summoned as a second primal, the party gets a massive movement speed ala Combat Peloton once she appears. Maybe Titan drops a mini shield to the party when he comes out etc...
Point is, you now have an option to stick with the old playstyle of Garuda -> Titan -> Ifrit, OR you can mix it up depending on what you need during the encounter. Options gets opened up, and there's now a skill ceiling while the skill floor is low.