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  1. #21
    Player
    Khryseis_Astra's Avatar
    Join Date
    Dec 2019
    Posts
    1,577
    Character
    Khryseis Astra
    World
    Brynhildr
    Main Class
    Black Mage 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?
    Not sure about the OP, but working in Levi, Shiva and Ramuh for a full elemental cast of gem summons would make current SMN damn near perfect for me. I think having only the same 3 gems in between 4 demi phases now (2 of which are both Solar Bahamut) can make it feel a bit repetitive. I like the way the rotation flows, but I want more summons.
    (2)

  2. #22
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,215
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Khryseis_Astra View Post
    Not sure about the OP, but working in Levi, Shiva and Ramuh for a full elemental cast of gem summons would make current SMN damn near perfect for me. I think having only the same 3 gems in between 4 demi phases now (2 of which are both Solar Bahamut) can make it feel a bit repetitive. I like the way the rotation flows, but I want more summons.
    Yeah same.

    Just give me a second "set" of minor summons. I'd be alright if they alternate, for my dream implementation give me a random pull each time and I can see the moment I start the major summon what I'll have for my minors afterwards so I'm mentally prepared.

    Extra bonus points if they are slotted into "types" and the randomness is "per type" not "per whole set", so I can do stuff like get Titan + Leviathan + Shiva, but then next cycle Ramuh + Ifrit + Shiva, etc. If each of these has slightly different mechanics, that'd be one hell of a variety roulette, and also be perfectly fitting for the low-APM playstyle overall.
    (2)

  3. #23
    Player
    fulminating's Avatar
    Join Date
    Apr 2022
    Posts
    1,179
    Character
    Wind-up Everyone
    World
    Zodiark
    Main Class
    Arcanist Lv 52
    It probably would cause a few issues, but deleting the 1min demi would give ~105s, or 7 15s slots to fill with more summons. I still feel very vindicated by the state of smn, but this should probably help it feel less on rails. It would probably want some kind of skill chain/magic burst lite optimisation built in, but short of mimicking monk and the nadias I don’t have any suggestions.
    (0)

  4. #24
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,215
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by fulminating View Post
    It probably would cause a few issues, but deleting the 1min demi would give ~105s, or 7 15s slots to fill with more summons. I still feel very vindicated by the state of smn, but this should probably help it feel less on rails. It would probably want some kind of skill chain/magic burst lite optimisation built in, but short of mimicking monk and the nadias I don’t have any suggestions.
    Don't need to do that, albeit if they ever got something like 9-12 minor summons, you can select your set of three (so long as it's 1 slow + 1 normal + 1 fast), and each selection leads to a different Demi but they only differ in utility skill(s) not damage output, that'd be interesting. No clue how to do that without a custom element replacing the UI hotbars though, although that in itself would also be awesome.
    (2)

  5. #25
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,253
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    The most simple fix to SMN that they can do right now is just slap 1.5 to 2 second cast times on all summons. It will mean all the summon's opening signature attack can hit way harder, and it will make SMN feel more like a caster again.
    (1)
    Last edited by mallleable; 12-10-2024 at 01:29 PM.

  6. #26
    Player
    Ggwppino's Avatar
    Join Date
    Feb 2022
    Posts
    340
    Character
    Ggwppino Yarappoi
    World
    Louisoix
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by mallleable View Post
    The most simple fix to SMN that they can do right now is just slap 1.5 to 2 second cast times on all summons. It will mean all the summon's opening signature attack can hit way harder, and it will make SMN feel more like a caster again.
    unfortunately, given how the summoning works in implementation, it is not feasible, unless we send all the times adrift. If we did that, it would mean that the summon would take 1.5/2 seconds longer to disappear, making the carbuncle even more useless by practically reducing its window to 0, unless we reduce the windows of the various summons. One way to make it more caster would be to introduce casts on titan at 1.5 and on Bahamut. However, introducing a resource management system that allows you to have mobility when needed, like the one present in shB. unfortunately for the new smn there is nothing that can be done to fix it, except reconsidering everything.
    (2)

  7. #27
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,215
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Yeah but I mean that wouldn't be a big deal, as having carby out for 2s less just means 1 less GCD in which you can apple the shield to yourself, it's not like Carby does anything else for us any more.

    But more importantly, while making us marginally less mobile it'd not actually change any damage or so since 2s < GCD-duration.

    If we want to do such a "simple" fix, I propose:

    * Reduce each minor summon by 1 charge.
    * Make each minor summon a 2-stage cast: We cast for 2.5s (yes, full GCD!), at the end of this the summon appears, now a 3.5s (!) castbar starts that we can override with another spell, but if we don't we deal the superattack by that minor (their on-summon attack is now this) at the end of the 3.5s. We can also walk during the cast, Bard-PvP-style, slowed.
    * Massively increase the damage of that on-summon attack to make up for all the lost time, all this potency will now by folded into it, so probably 1600-2000 potency each, but that'd actually feel really like an FF summon, no? Bonus points if they deal 100% AoE damage despite being balanced for single target. Extra bonus if they're mechanically distinct, like Ifrit dealing its damage as a 15s DoT or so.
    * Total cycle time remains the same, as charges are removed to make space for these new walking casts + there's one Ruin III to drop at the end anyways (but again, all potency is retained, just folded into the on-summon attacks).
    (1)
    Last edited by Carighan; 12-10-2024 at 10:51 PM.

  8. #28
    Player
    Ggwppino's Avatar
    Join Date
    Feb 2022
    Posts
    340
    Character
    Ggwppino Yarappoi
    World
    Louisoix
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Carighan View Post
    Yeah but I mean that wouldn't be a big deal, as having carby out for 2s less just means 1 less GCD in which you can apple the shield to yourself, it's not like Carby does anything else for us any more.
    Delaying the animations means that instead of ending 6.5 seconds from when you pressed the summon button, they end 8.5 seconds from pressing the summon button (clearly if we consider that the cast lasts 2 seconds)
    practically a summoner could have a useful window to mitigate right with ifrit but only if you use all your casts first.

    Well, if carbuncle lose its mitigation, and turn actually in a useless dummy (respecting the carbuncle fantasy, right?), then, there would be no harm in adding casts at the summons.
    (1)
    Last edited by Ggwppino; 12-10-2024 at 09:54 PM.

  9. #29
    Player
    ArtaVallian's Avatar
    Join Date
    Sep 2019
    Location
    Limsa Lominsa
    Posts
    10
    Character
    Arta Vallian
    World
    Exodus
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Azurarok View Post
    Ifrit's one of the only things that add a hint of complexity to the job. You hit it, you're now committed to 2 long casts and a gap closer with a close range follow-up. It and Garuda's puddle occasionally makes you stop and think about what order you should be using the summons

    Could've made the rework much more interesting had they added more summons with different limitations like that
    I've heard the hard casts in Ifrit phase may not even do enough damage to warrant using them, due to how much cast time they have. A friend of mine who does Ultimates says he's seen several SMNs in his groups just use the hard cast ruin (Ruin 3?) instead because it gives more damage for the time investment. I really want them to fix that, if nothing else, because knowing that, the skill feels useless to me, now.
    (1)

  10. #30
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,528
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by ArtaVallian View Post
    I've heard the hard casts in Ifrit phase may not even do enough damage to warrant using them, due to how much cast time they have. A friend of mine who does Ultimates says he's seen several SMNs in his groups just use the hard cast ruin (Ruin 3?) instead because it gives more damage for the time investment. I really want them to fix that, if nothing else, because knowing that, the skill feels useless to me, now.
    Whoever told you ifrit’s hardcasts are a DPS loss has literally no idea what they are talking about

    The only “kernel of truth” in that statement is that in its launch state in EW ifrit had a lower PPS (potency per second) than titan who is easier to execute due to being all instants so they buffed ifrit but even before that buff ifrit was always a gain over ruin 3.

    The only time you shouldn’t be using primal abilities over ruin 1/2/3 is a wonky level range in the 50’s and 60’s where garuda’s aspected ruin 2’s are a loss over just casting ruin 2
    (1)
    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

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