10 characters outside HB tags because lol forum coding

Originally Posted by
Ggwppino
If 3 sequential summons are introduced, this will not happen, but would remain a "push the 2 buttons and go easy".
Well, it's not literally "sequential", you're free to mix up the sequence if you choose, and depending on the specific encounter, you're technically "encouraged" to do so.
I also think that the problems with the rotation don't stem from the number of buttons, per se, but rather the lack of decision-making involved with, and circulating around, those buttons.
The unnecessary decision to add a bunch of bloated, "dead" GCDs for Summons also isn't helping, since it vacuums up space that could be devoted to a more varied rotational action-palette.
Another arguable issue is that Summoner has only one "speed" — it's very difficult to extend the rotation once you run out Gems other than by committing parseicide with Ruin 3. This, however, is a bit more subjective, since it could be argued to simply be a "characteristic" or "trade-off" of the rotation (and has a prior precedent in Trance Rush, anyway).
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...But I also think that most of the decision-making with previous iterations of Summoner largely ended up being just bloat, jank, and clutter to most players, and probably quickly went off-the-rails without recovery for most players in most situations, becoming little more than a chaotic whack-a-mole.
It was interesting in a theoretical vacuum, and both potent and satisfying when wielded by the players who could keep a tight, encounter-long grasp on it... but it also probably ended up being little more than disjointed spaghetti for most other players, in actual practice.
So while I feel that EW Summoner is a grotesque and severe overcorrection in the opposite direction, I also think that "classic" Summoner is often over-romanticised. In many details, I don't think that it was really worthy of design awards; its awe and mystique stemmed more from the IKEA Assembly Manuals required to decipher how to use it optimally, rather than any inherent design elegance.

Originally Posted by
Ggwppino
True, but nothing would change if I didn't wait another 4 years to have my main class return to having a role-playing sense and unique gameplay.
I think you're setting yourself up for unrealistic disappointment.
To be clear, I don't think that you're "wrong" for being upset that the playstyle you had come to find your favorite was basically ripped-out, industrially-shredded, and then replaced with a Stepford Pod Person substitute. That's a legitimate complaint, if you feel that way.
I just think that, if we examine many other similar examples, the overall design forensics suggest that "classic Summoner", or anything resembling it, is very likely not coming back in 7.0.

Originally Posted by
Ggwppino
You're right, but at this point 6 filler summons and 3 bursts would be too much, unless spam summons or a drastic reduction in summon time but remain spam summons
There's no need to make 3 bursts.
To be clear, if SE decouples itself from the 2-minute obsession, there's nothing "wrong" with, for example, Summoner having a "third Demi" and a 3-minute cycle (aside from the potential memes regarding encounter timelines and killtimes).
However, assuming that the current design meta remains, the "ultimate Summon" can easily just be tacked-on to the end of the 2-minute burst as a single button or button-series. Or take a Phantom Rush-style approach, and end up cycling-in at odd minutes to replace a "basic" Demi. Or, etc.
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As for 6 filler Summons being "too much", I still don't understand.
Maybe you're imagining cramming in 6 fillers in ~40 seconds?
But I think most suggestions are instead saying to have 3 gems per 60s phase — so the pacing would basically be the same as current EW Summoner, just with alternating Elements between post-Bahamut and post-Phoenix.
Or, alternatively, freely-choosing 3 out of 6 Elements for each filler — but I'm sceptical that this would remain "interesting", vs. just ending up as "Use the 3 that Balance Discord tells you to, and ignore the weaker 3".
Or, third possibility: you can use all 6 Elements freely, and you use 3 per filler-phase. But cycling through all 6 per 2 minutes is required to activate the "Ultimate Summon" finisher. That could add some more interesting long-term planning to encounters; the downside here is that it also adds a significant amount of "empty bloat" GCD binds, unless the system is somehow made a bit more clever in how you select them... or they're at least switched back to OGCDs.

Originally Posted by
Ggwppino
I don't like the summoner's non-gameplay. The point is that it's really missing, it's not that it's "objectively" bad. it has nothing actually its own if not visual.
I feel that's not objective, though, but rather an encyclopedic example of a subjective feeling.
You may dislike it, and you may find it obnoxiously-simplified compared to previous iterations of Summoner — that's fine. However, it's not "non-gameplay" nor "missing gameplay" in an objective sense; it has a clear structure and rotational loop, pass/fail elements, goals to hit within each time interval, and considerations for how to do that.
That these elements are all far more obvious, intuitive, and approachable — even without significant time and practice — compared to previous iterations of the Job does not negate their existence; your disappointment with it, in comparison to previous memories, does not make it objectively incorrect as a design.
I'm not saying this to semantically-torment you, but rather because I don't think that hyperbolic exaggerations are going to help persuade people — especially the developers that actually control these switches — that your concerns should be supported and addressed.

Originally Posted by
Ggwppino
From 30 to 86 it remains unchanged by changing the color of the spells and the powers, this, however, is objectively ridiculous.
But, on the other hand, you will find people complaining that Jobs take too long to reach their full gameplay and are too simple at lower levels, and that being downsynced feels cursed.
Then you have Monk, which basically locks in its full gameplay loop at level 60, except for — err... well, "the colour of its attacks and their potencies".
Or Black Mage, which has long been a spaghetti of relearning the entire functionality constantly throughout the leveling process — something that has also drawn a fair share of complaints.
FFXIV as a game does have arguably-serious issues with its leveling process, but this isn't unique to FFXIV — it's a problem for any MMO where the leveling cap gets too high at the same time that excess chaff gets regularly culled and streamlined. FFXIV does, however, exacerbate it, by being anaphylactically-allergic to any kind of alternative or supplementary advancement systems.
This is a broad-scale issue which perhaps needs to be addressed, but it is not unique to Summoner, nor does it serve as an accurate litmus for whether a Job's top-end rotational design is flawed or not.
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I also think you'll pretty much not be able to win with any change here. You either:
a) Add excessive actions and tools just to have something to learn every X levels, which isn't necessarily sound or elegant design, either.
b) Make Jobs complete early on, but feel like they're not gaining much as they level up later.
c) Make Jobs feel like they're growing powerful and robust as they achieve later levels, but then feel frustrating and barely-functional at lower levels.

Originally Posted by
Ggwppino
His concept was supposed to be a caster who had to think carefully about how to use the various summons but in the end it was reduced to objective: use ifrit when the boss does nothing. Making (subjective) titan and garuda boring. This concept (failed) has removed gameplay such as the strategic positioning of the pet, weighted variation during the 2 minutes of rotation based on the needs of the fight, management of the ruin 4 stack, the management of the caster's own challenges (timers, prepositioning, movements, uptime variations), management of the dots and the various CDs.
I also subjectively feel that the EW iteration has fallen far short of realising its potential, and that most of your observations about what's been stripped out by the EW design seem to be objectively-correct assessments about the vast amount of nuance and success/fail details that have been eliminated from Summoner.
However, what I think that you're missing is that a lot of this was not "accidental", nor a result of oblivious design incompetence, nor "goals failing to be realised", or etc. — if you look at Jobs such as Paladin 6.3, Gunbreaker, Reaper, ShB Machinist, Dancer, and ShB+ Healers, EW Summoner falls roughly in-line with FFXIV's contemporary design philosophies.
Without actually being inside the designers's internal discussions — and without being able to trust Yoshida's diplomat/salesman PR round-abouts and double-speaks — it's difficult to say exactly what the ultimate objective for Job design is from SE's perspective, but my guess from current observations is that the goal is to make Jobs significantly simpler overall, with far fewer details to keep track of (and fewer periodic effects taxing the server), in order to support a more "arcade-like" gameplay focused on the encounter designs themselves.
In that sense, EW Summoner is likely pretty close to exactly where SE wants it, and I doubt that it will change much in the future — especially given its high playrates (which, regardless of what you personally think the reason is, seems to be interpreted by SE as a green-light endorsement of a given design).

Originally Posted by
Ggwppino
Had the concept actually succeeded making it equivalent to what could be done before, there wouldn't be so many people disappointed with SQE's work.
The problem is that you don't know that "so many" people are "disappointed" with EW Summoner.
You are clearly disappointed. I also can't say that I'm personally thrilled with what the largely hollow-feeling gameplay has ended up as. And self-selecting discussion environments where gameplay-oriented players are drawn to gather seem to have a relatively-high proportion of players that are unimpressed with EW Summoner's rotational details.
The issue, though, is that these are not really reliably-representative surveys of the opinions of the game's entire population as a whole, and I'm not sure how that data could even really be effectively gathered.

Originally Posted by
Ggwppino
Why instead of creating gameplay for the class by adding what is missing and refining what we have, do you want to duplicate the mistake we've been carrying for these long, long, long 2 years?
Well, a few things.
First of all, I spoke in terms of priorities — I don't really trust SE to be able to handle more than a few things at once per Job, so if only one thing can get addressed, I would choose the overly-limited fantasy that keeps regurgitating Red/Yellow/Green for over 10 years, because that's the issue that I've personally been most disappointed by over time.
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Second of all, I suppose that I'm just not that married to FFXIV specifically for seeking "gameplay".
Probably around the time that SE made it blatantly-clear that they're not going to budge on the ShB Healer design-shift, and then when Yoshida took time out of a Live Letter to specifically state that HW/SB gameplay isn't coming back, I guess I made my peace with FFXIV's current design direction, my relationship with the game, and my expectations for the game's design moving forward.
So for me, I just haven't found this to be some sort of excruciating, Dante-going-through-Inferno, "long, long, long 2 years".
It's like... could this be a lot more interesting? Sure, probably — for me, EW Summoner feels like it gets pretty stale, pretty quick. I think that it has "issues".
But is that big a deal, in the wider picture? I guess I just don't think so — XIV still has "enough" going on in encounters and activities to keep me entertained for about as long as it ever did during "subscription-on" windows, and if I feel like I need something more complex or demanding at the "gameplay" level, there's always been better games to seek that in... and there still are.
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And I guess that means that my first concern is with Summoner being visually and conceptually "incomplete" — the "Summoner fantasy" feels like it's getting a lot closer, but still not quite realised-fully yet.
And since SE seems more likely to address that issue if they're presented with a way to do it that doesn't disrupt the preexisting system, I'm inclined to "play ball" with them, and target my suggestions along those lines.
Perhaps I am way too cynical, but I speculate that alternatives — such as proposing a dramatic and complicated new system, which would require them to entirely-rebuild the Job all over again, yet again — seems doomed to never even reach their desks, much less be listened to. The sort of thing that Yoshida would have some kind of round-about diplomatic way of patting us on the head about, then moving on with showing off the next 8.5"x11" MogStation glamour printout of a Hrothgar dressed like Belle Delphine.
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Hence, I guess I'm picking my battles based on what goals seem realistic to me:
• Hyper-complex system that feels like it belongs in an MMO from 10-15 years ago, or at the very least, not FFXIV? Probably mostly a fantasy indulgence. Not likely to happen.
• Just retrofit Water, Lightning, Ice, and maybe some other cool thing like Warring Triad or Alexander onto the current system? Seems plausible.
Subscribe, log in, enjoy cool flashy FF theme-park fantasy that hits iconic notes, move on when it gets worn-out — I think this is the current state of the game (if, indeed, it's ever really been much different), and I guess that I'm trying to make the most of it as-is.
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The problem is, if you just say nothing, and trust SE to handle that themselves?
...You're going to get weird garbage like "Chain Saw" (har har), "Shadowbringer" (lol, I understood that reference!), "Shoha 2" (no comment), etc — so I'm also speculating that it's better to jump ahead and try to cut them off with a barrage of "better than awful" ideas, before they have time to finalise something excessively-insipid.