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  1. #11
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,692
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Carighan View Post
    Yep. the whole - very obvious - point of the rework was to make it so that future expansions only need to add sets of minor summons and/or new major summons. Instead of the former we get nonsensical ability upgrades and follow-ups that nobody needs at all, and instead of the latter actually adding a new major summon, we get Bahamut 2.0, Lame Graphics Version.
    If people are still buying the whole “foundation to expand upon” I don’t even know what to say anymore, how many times have we been fed that lie
    (5)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  2. #12
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,166
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by Supersnow845 View Post
    If people are still buying the whole “foundation to expand upon” I don’t even know what to say anymore, how many times have we been fed that lie
    I mean, I don’t think that the devs leaving the ‘foundations’ without ever actually building something anything top of it inherently means the foundations were somehow ‘wrong’ or never had any potential. Honestly I’d say it’s just another testament to their egregious laziness and lack of creativity that they effectively did nothing to improve the job between the rework and now.

    Like, it could have been a good foundation if they actually worked to improve it with the intention of creating something meaningful over it. Instead they just left the foundation to rot, get infested with termites, and some animals have peed on it (lol)
    (5)

  3. #13
    Player
    Sifpatata's Avatar
    Join Date
    May 2024
    Posts
    36
    Character
    Sil Derwolf
    World
    Cactuar
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Ggwppino View Post
    Look, Solar bahamut is proof that even if I wanted to add 15 different summons, they would only be a reskin of the 3 primary bases.
    It is precisely the concept behind the new smn that is totally wrong.
    things that seem incredible to me considering that the FF11 devs had a worse engine but they managed to fit most of the summons, if ff14 devs can't handle so much technology and tools at their disposal, it speaks volumes about them or rather they don't want to.
    (4)

  4. #14
    Player
    Emitans's Avatar
    Join Date
    Apr 2015
    Posts
    354
    Character
    Faorin Shadowclaw
    World
    Balmung
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Sifpatata View Post
    things that seem incredible to me considering that the FF11 devs had a worse engine but they managed to fit most of the summons, if ff14 devs can't handle so much technology and tools at their disposal, it speaks volumes about them or rather they don't want to.
    FF11 actually cared about the jobs feeling unique. All the FF14 devs care about is making everything homogenized so they can put in minimum effort in development.
    (0)

  5. #15
    Player
    Ggwppino's Avatar
    Join Date
    Feb 2022
    Posts
    340
    Character
    Ggwppino Yarappoi
    World
    Louisoix
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Sifpatata View Post
    things that seem incredible to me considering that the FF11 devs had a worse engine but they managed to fit most of the summons, if ff14 devs can't handle so much technology and tools at their disposal, it speaks volumes about them or rather they don't want to.
    Okay, but let's say that FFXI is a completely different game compared to FF14.

    The problem with the new smn is that the summons have no real identity and are not really tangible (they are all the same, unique ifrit that for better or worse is saved).
    The old one, with all the defects it had (and they could easily be resolved by making less wicked choices), had each summon being used for a very specific purpose. Every single summon had a true identity and a true purpose and above all it was a tangible and interactable entity. Actually similar to FFXI.

    It's not the developers who can't fit FFXI's 20 summons, it's precisely the bad closed restricted design of the new smn that doesn't allow them to do so.
    (4)
    Last edited by Ggwppino; 12-06-2024 at 06:28 AM.

  6. #16
    Player
    remiff's Avatar
    Join Date
    Jul 2016
    Posts
    808
    Character
    Caius Megaflare
    World
    Ragnarok
    Main Class
    Summoner Lv 100
    The problem with the Summoner is that it was sold to us as a strategic job where each summon choice would matter, but that’s clearly not the case.
    The only real "risk" of the Summoner is Ifrit's gap-closer.
    The Summoner is absolutely not a strategic job—its elemental summons are all the same, except one is green, another is yellow, and another is red.

    The Summoner rework, aside from the visuals, is nothing more than a lazy overhaul focused entirely on aesthetics.
    It lacks resource management, interesting mechanics, and has significant downtime between elemental summons, making the rotation even slower and duller than it already is.
    It requires no strategy, no real thought, and no meaningful resource management—it’s pure brain death.

    This job desperately needs a rework of its mechanics and should feel much faster.
    Downtime between summons should be reduced, Carbuncle should be useful again and have its own kit, rather than being replaced by summons.
    Resource management needs a complete overhaul, and Aetherflow stacks should be removed entirely—they make no sense and add no flavor to the rotation.
    (10)

  7. #17
    Player
    WarGiver's Avatar
    Join Date
    Dec 2020
    Posts
    14
    Character
    R'din Tia
    World
    Leviathan
    Main Class
    Arcanist Lv 100
    The more that I think on it the more I think the Sword Dragon (I refuse to treat it with respect until this mess is fixed) should have replaced Bahamut entirely, it didn't.

    SMN is so low on DPS that we honestly are in the same range of damage as Physical Ranged, and last I checked they don't have cast bars. So tacking on GCDs that come up where you actually will wipe a raid if you use them because the boss is in a minute long stretch of mechanics that are either soak or dodge, making you choose between failing or doing DMG.

    All I want is for SMN to feel satisfying, I want it to FEEL like you are calling down Primals (well shades of them) to blitz your enemies. I want it to feel good. Feeling like you are a lame duck that has to stop using your primal powered abilities and you are doing so little damage that you feel like a liability feels wrong.

    What is more is when 7.0 launched they realized early that SMN (and SCH) had a bug (both DPS) where a trait that should have helped its DPS didn't work, and they knew about it, and did not fix it in ANY patch until 7.1. This was not a balance issue, SMN was suffering from damage output because of a bug. And yet it was treated as a minor issue and ignored, and to fix this bug it was left until the other balance issues were changed.

    SMN just feels like SE wants it out of the picture.
    (0)

  8. #18
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,336
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Well we also got the mobility of a PRanged (granted, so does Black Mage right now) so it's kinda expected we do similar damage?
    (3)

  9. #19
    Player
    Sayurichan's Avatar
    Join Date
    Jul 2019
    Posts
    3
    Character
    Sayuri Shoji
    World
    Shiva
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by WarGiver View Post
    All I want is for SMN to feel satisfying, I want it to FEEL like you are calling down Primals (well shades of them) to blitz your enemies.
    Curious : How would that look like different from what we have now? Because if I'm not mistaken, SMN already gets to summon a new primal every 4-5 GCDs, with most of them starting with a rather big skill effect. What would you change in that regard to make it "feel good" more "like you are calling down primals"? Having Titan/Ifrit/Garuda come down do their mega blasts every GCD would look rather silly, get old really fast, and would be rather irritating (hi, RDM LB3). Or when you say "feel good as if calling down primals", are you talking just about dps numbers?
    (0)

  10. #20
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,336
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Sayurichan View Post
    Curious : How would that look like different from what we have now? Because if I'm not mistaken, SMN already gets to summon a new primal every 4-5 GCDs, with most of them starting with a rather big skill effect. What would you change in that regard to make it "feel good" more "like you are calling down primals"? Having Titan/Ifrit/Garuda come down do their mega blasts every GCD would look rather silly, get old really fast, and would be rather irritating (hi, RDM LB3). Or when you say "feel good as if calling down primals", are you talking just about dps numbers?
    Yeah the "feel satisfying" is what the reworked Summoner gets right. It does actual FF-style summons, and they all do their super-move when you summon them, too!
    (0)

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