Results -9 to 0 of 100

Threaded View

  1. #11
    Player
    remiff's Avatar
    Join Date
    Jul 2016
    Posts
    808
    Character
    Caius Megaflare
    World
    Ragnarok
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Valence View Post
    You'll notice that the only jobs that get balance attention are the job at the top. Bottom/taxed jobs like RDM, SMN and Rphys, barely get changes and never get really mentioned in the "reasons for adjustment" part of the job guides.
    All of the balance attention is always and invariably about melees and BLM/PCT. It's not a new thing, and it's pretty telling, because in the devs minds, the only jobs that matter and are worthy of balancing are the same top dogs. Other jobs are not there to compete, they're there for "lesser players".
    You're right—unfortunately, that argument doesn’t hold up, especially since it was previously refuted by Yoshi-P himself, who said that a job wouldn’t be penalized for being easy to play.
    That statement is completely false considering the current state of support roles in the game, which is disastrous, as well as the casters with resurrection, who are in an equally bad spot.

    The Summoner is an empty shell—charmless and uninteresting.
    Its entire kit is underperforming. The only positive thing is its personal shield, and even then, it would be better if that shield were targetable and shareable with an ally, because Summoner has a laughable support output while also delivering excessively low DPS.

    There’s absolutely no reason to play it over a Red Mage, even if the latter is harder to optimize, and even less reason to choose it over a Black Mage or Pictomancer.
    No matter what, I’d be in favor of making jobs a bit more difficult and increasing their DPS, because even if a job is poorly played, high DPS means it’ll still produce better results than a well-played but underperforming job.

    The balance in Final Fantasy XIV has been very poor since Endwalker.
    In any case, Summoner still needs a rework because it's empty and lacks strategy—despite Yoshi-P presenting the rework as a more strategic take on the job, which turned out to be a complete failure in that regard. It has no resource management, its healing abilities are superfluous, unwanted, and very limited, often misaligned with raid damage. At this point, it’s a losing game on every front. Summoners don’t want to be healers—and they aren’t. They’re supposed to be versatile, sure, but giving Solar Bahamut a heal was a mistake, especially with a 30-second timer on it.

    Summoner needs to regain firepower and identity, because all of its summons feel like bland reskins.

    The demi-summons are dull and offer no distinctive gameplay features, and the elemental summons are downright uninteresting.
    Ifrit’s forced gap closer—the only mandatory gap closer in the game—is useless 90% of the time. There’s no strategy there. And Garuda and Titan? Not even worth discussing.

    There’s no real choice, no reflection, no resource system, since Aetherflow has become a mere shadow of its former self.
    They should have completely reworked the resource system to match the new gameplay, because right now, almost nothing fits together—not even in terms of future improvements.

    Even if they add new summons, they’ll still be soulless reskins unless they go back and rebuild the foundations from scratch.
    (2)
    Last edited by remiff; 05-07-2025 at 03:26 PM.