Now, this should be taken with a grain of salt I suppose as I'm only just as of last night a newly minted 50 SMN, but I've made some observations that are quite frankly, a little troubling.
First is the debuff cap. This isn't *that* big a deal during 4-man or sometimes even 8-man instances, but during FATE and especially the upcoming Crystal Tower which will be 24-man this is going to prove a massive thorn in our side. As a majority of SMN's damage comes from DoT ticks, the debuff cap basically sets an arbitrary limit and if there are too many SMN (or just too many debuffs in general from all players involved) it's going to absolutely destroy our dps and people will naturally (and rightly, can't blame 'em) shun SMN from participating. This has got to be addressed ASAP.
The second thing I've noticed, is Enkindle is utter garbage and an insult to the fans. Now I understand that YP doesn't want us being able to wield the full power of the Primals except when a FC takes them on and wins the right to summon them (which I'm assuming is what the new "Extreme" mode rewards are going to be) but even still the damage done is pretty lackluster, especially for a 5-minute recast. It has *nothing* on Astral Flow from FFXI, which leads me into my final point;
Summoner as a whole feels... wrong. I was extremely excited when it was announced and couldn't wait to get my hands on it. Having gone through the entire story with it and tried my absolute best to make the most out of it on my way up, I have to say it really leaves me wanting. It feels more like a bastardized Red Mage with pets than the traditional FF Summoner.
Where is the utility, or the big flashy AoE's that change the flow of battle? For as badly designed as it was in FFXI, at least in that game SMN had a wide variety of skills thanks to each avatar having unique blood pacts. The shared timer was a nuisance but we made it work. Even for just 3 Eggi the lack of variety is appalling. Again, in XI Ifrit could at least use a Warcry-like buff.
http://wiki.ffxiclopedia.org/wiki/Blood_Pact
So much utility on 1 class. I like that it's been re-focused as a DD primarily in ARR, however the staggering loss of utility and AoE damage confounds me. Why were BLM & SMN's roles reversed? BLM is supposed to be the class with better MP efficiency for cutting down single targets and crippling enemies with dark magic, while SMN offers a plethora of battle-changing abilities and wide-area damage but at an unsustainable MP cost (basically using the right summon/skill for the task at hand rather than overwhelming the enemy with a constant barrage of magical death, which again is rightly BLM's domain).
YP Talked a LOT about making this game more like a traditional FF. The devs have succeeded in this to a fair degree, but the ball was dropped pretty hard on SMN & SCH as far as I'm concerned.
Thoughts?