Quote Originally Posted by SuzakuCMX View Post
They confirmed we will be getting summons, but it wasn't fleshed out yet and they had, at the time, not decided yet if it would be a class/job or if everyone would be able to summon.

EDIT: Oh and I think in the new Famitsu they said they were getting rid of action points for the action bar? Can't really remember.
Awesome info Thanks!

To everyone else:
Why do you believe SMN would be over powered? (DMG could be scaled to the same effectiveness as a DD)

Why does SMN having multiple summons make it OP?

Is SMN a job desired because of its playstyle but not so much OPness?

Balancing ideas furthered:
- the SMN should directly support the summon and have full reliance on summons
- DMG could be elementally scaling
- DMG could be increased to above moderate only with hard to obtain gear
- Healing could be restricted to certain Primals
- Primals could each play a specific role which effectively mod other jobs; this gives the SMN the ability to aid other jobs which are specialists via their Primals

Some supporting examples are in my OP; if you notice insuggested Primals get enmity transfers (this could be primal specific too so only certain ones get it) this enmity transfer is AIDING the tank in his/her tank job, rather than replacing him.

The above example shows that with smart thinking SMN could be a very tactical support job as well as fill in for jobs that are in heavy demand already.

In support of that last statement: the more options a SMN has the better it is as a DD or support. Give the option to the player to decide his rOle and playstyle. That's what makes games fun most times