Quote Originally Posted by Atelier-Bagur View Post
There we go, some actual suggestions. I personally would've gone with an approach for a spell rotation that can build to either a black or white magic finishers for that summon; referencing back to FF3 where each summon had a black/white spell effect before actual Summoner job later on summoned the beasts for major elemental damage.

But that still doesnt deter the fact that at the very least "current" Summmoner plays more into that summoned monster fantasy than old Summoner. I'm sorry but you're very wrong on this take.

Its totally fine if you hate current Summoner and prefer old Summoner's playstyle better. Thats why I wanted for that playstyle to return but be a different job. But trying to argue that it was Summoner's fantasy to began with is just no.
I’m ambivalent about current SMN

but I stand by my point, other than some visual aesthetics (that people turn off and change to pet size small) nothing about new SMN matches the design of old summoners because you have zero control over the summon and they do nothing unique, if you replaced “summon ifrit” with “cast hellfire” nothing about the job changes

This isn’t remotely SMN like, not like the old SMN was either but at least the lore of old SMN was actually explained in the context of 14’s world, which is more I can say about current SMN where the rotation actively ignored the lore of the quests that teach you the skills