I was mostly responding to the person who couldn't find why they had done it, when they provided the rationale. If it was just a popularity thing they could have left everything alone and just threw out more potency until the effort BLM took was more worth the effort over EZmode Picto. Especially since many people will gravitate towards higher performing classes when it comes to higher-end raids, over casuals who may gravitate more towards easier to play classes.Honestly, I find their reasoning a bit bad...
BLM had a good amount of mobility, it just required some skill to do it effectively.. Which is OK in a video game, now they've just had it as effortless as humanly possible whilst also removing many of the fail states.
This is why they are never going to accomplish anything because any given implementation they go for... They always have to take something away from other classes.. "Ah we've gone with new fight design, so now we have to neuter part of a job kit"
I honestly do not love the direction. I play casters because I like to cast. I always liked the playstyle of Long Cast Times = Big Damage. Now the classes are just all feeling more and more alike.
Last edited by ZephyrMenodora; 04-05-2025 at 12:53 AM.
You know, I felt that way about Paladin when they had the casts removed from Holy Spirit. Sure it was slightly annoying, sometimes, but I loved that it was half-melee half-caster in Stormblood. It did feel good having all the Endwalker spells despite being instant cast, but it makes you wonder if it's still truly a spell if it has no cast. Isn't that what a spell is in an MMO?
I didn't even like them lowering the cast on Holy - since it was always a spell that took a WHM long to cast. Just little flavor losses over time.You know, I felt that way about Paladin when they had the casts removed from Holy Spirit. Sure it was slightly annoying, sometimes, but I loved that it was half-melee half-caster in Stormblood. It did feel good having all the Endwalker spells despite being instant cast, but it makes you wonder if it's still truly a spell if it has no cast. Isn't that what a spell is in an MMO?
Sure, it's easier to use now, but it doesn't feel the same.
Player
A. Naruto wasnt written good are you joking lol the dude legit by the end dismisses everything from the past Exams: neji to naruto its fate wrather w/e happans it was destiny "naruto no its not" by the end everything neji said was right naruto was born to be hokage has the strongest tailed beast- family of kages basiclly and neji sacrficed himself like his father proving destiny just one example of how bad that was written.
and c. your opinion is auto trash by consinder naruto good written lol Wuk Lamat is 50x better written from what ive seen than naruto was lol
I think everyone should lose res because the devs make better fights without it. As seen in BA and DRS. Like, unironically, the devs only having the lever of damage down and killing players is simply bad for the game's encounter design. Not the only thing bad, but a big part of it.Strangely enough, there's people out there who insist SMN and RDM should lose their Raise thinking they'll be compensated with more damage, thus putting them on par with BLM and PCT.
The thing is though... people thought the same would happen with MCH, than in not having group buffs, it would get loads more damage. Shock of shocks, this didn't come to pass, and now you have people wanting MCH to be turned into a buffer if its not going to get the damage it's expected to have.
But yeah, without that utility for double rez, RDM would probably be in a bad spot, and ironically its ability to do said double rez just ends up one more punch into SMN's gut because it wasn't even allowed to hold onto THAT novelty for its self. (And Physick is literally a wasted hotbar slot.)
As a long time SMN main who understood that the most recent SMN rework was likely inspired by FF16, and who didn't hate the new changes in 6.0 since I understood the reason why, I will say I *was* disappointed by a few things in 7.0 not coming back like I had hoped they would.
* Bring back Ruin IV charges adding via other actions. I guess SOMEONE out there hated counting Ruin IV in 5.0 SMN but most of us were fine with it.
* Bring back base pet auto attacks from Carbuncles and Egis. Having our little carbies get reduced to flashy spell effects is what gutted the job. Sure, pet management is a pain in the butt, but being able to plop a pet on a target wasn't hard if you knew what you were doing. The Bahamuts and Phoenix don't need them, but the egis don't need to completely disappear once they've done their first big attack, do they? Leave them out to do a few auto attacks, and let them go poof once we've used up all their charges.
I started with SMN, and outside the days when we could solo with a Titan tank egi I don't miss the old version. 6.0 feels the most cohesive over a weird hodge-podge of themes SMN had.As a long time SMN main who understood that the most recent SMN rework was likely inspired by FF16, and who didn't hate the new changes in 6.0 since I understood the reason why, I will say I *was* disappointed by a few things in 7.0 not coming back like I had hoped they would.
* Bring back Ruin IV charges adding via other actions. I guess SOMEONE out there hated counting Ruin IV in 5.0 SMN but most of us were fine with it.
* Bring back base pet auto attacks from Carbuncles and Egis. Having our little carbies get reduced to flashy spell effects is what gutted the job. Sure, pet management is a pain in the butt, but being able to plop a pet on a target wasn't hard if you knew what you were doing. The Bahamuts and Phoenix don't need them, but the egis don't need to completely disappear once they've done their first big attack, do they? Leave them out to do a few auto attacks, and let them go poof once we've used up all their charges.
That said, I am disappointed in 7.0. I got a ton of SMN play out of 6.0 and nearly nothing changed, and certainly no real change in what I'm doing. Just very disappointed as this feels uninspired. I mostly moved to PCT since it's newer and more fun at the moment.
It's 100% due to Solar Bahamut. If they had given Leviathan, Ramuh, and Shiva as a new phase Summoner would be number one job played right now period.
Okay, that's hyperbole, but still, I wanted Leviathan, Ramuh and Shiva... If they had just added one additional summoner to the original three that would have been better.
A second set of gem summons after Bahamut(Sapphire Leviathan, Amethyst Ramuh, Diamond Shiva) would have made an incredible amount of sense, and they could have done something slightly different like Turquoise Bismarck and Jasper Ravana(I'm spitballing with those gemstones) as the buildup to Demi-Hydaelyn. It's like they're actively trying to be uncreative, because this seems incredibly obvious.It's 100% due to Solar Bahamut. If they had given Leviathan, Ramuh, and Shiva as a new phase Summoner would be number one job played right now period.
Okay, that's hyperbole, but still, I wanted Leviathan, Ramuh and Shiva... If they had just added one additional summoner to the original three that would have been better.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.