
Originally Posted by
HikariKurosawa
Assassination rogue, you mean the one that passively applies dots aside from bleeds? It's popular because mutilate and envenom are insanely strong. Dagger rogue has nukes and feels amazing. You're the one who is wrong and I'm sorry but it is what it is. Dots will always be the low point of mmo for the majority.
You do realize where a good half of Envenom's damage comes from, right? And what the other half has historically required?
...If not, it's in Assassination Rogue's venoms ("poisons"). Meaning your non-physical DoTs.
And if you actually wanted "dagger rogue nukes"... you'd have gone Subtlety for the far more powerful finishers and Shadowstrike (previously called Ambush).
Did I say that EVERYONE hates dots? No. Do the majority dislike them? Yes.
Yet there's little to no evidence for this, largely because DoT-centrism, portion of periodic damage, bankability, and ramp are all ultimately separate pieces of spec/job/profession/class design.
Unless an enemy would die before its duration completes, most DoTs are essentially nukes -- soft CDs that recharge separately per target and can therefore be reapplied early for utility purposes and give an advantage in multi-target situations beyond simply switching from ST spam to AoE spam.
Shadow Priest, for instance, has often gotten more of its damage from periodic damage than Affliction, and yet people will call the latter a DoT class and Shadow Priest not.

Originally Posted by
HikariKurosawa
The game is a business, decisions are made based on what is profitable. Dots are basically at the bare minimum of implementation.
This warrant would offer some evidence for "the majority of people dislike anything to do with DoTs"
if and only if the devs consistently and solely made decisions in regard to job design that would land them the greatest amount of profit. Admitted errors and oversights, along with seemingly rather poor analysis of data, would indicate that's not likely the case, however. (And haven't you, yourself, complimented the devs on 'sticking to their initial desired vision regardless of player wants' in their job designs?)
SMN should never have been the dot mage, it made zero sense thematically.
I don't particularly care one way or the other, but... there was indeed thematic reason. Conjurers (and now Thaumaturges) channel through the keepers and resonance of elements through a more innate/innatured connection to them. Arcanists do not have those innate connections, and must instead rely on manipulations of aether quantities itself without element; those manipulations tend to take the form of extreme nauseating afflictions. Summoners and Scholars may then add a focus to their arcanistry in order to emulate / "cheat into being" other magic forms, such as force barriers (through faerie magics) and (as of Endwalker) elemental reconfigurations (via "summon" nuke spells, whereas previously one relied on their Egi for elemental damage).
(The odd one is Thaumaturge, as their source of magic was previously archetypical/"divine", and now it's just the other half of Conjury.)
Whether it fits
your notion of a Summoner (be that as a reskinned White Mage, reskinned Black Mage, hybrid of the two, or something focused more on what isn't merely renamed WHM/BLM spells) or not, it made thematic sense within the world established here, in XIV.