
And it's a shame that it doesn't matter what your intent for the thread was, because what eventually dictates the direction a thread goes is the people who post in it. And the very vocal minority that absolutely detests FF14 summoner will always start crying about it any chance they get.



You may be right, that could indeed happen. That is by no means my fault though. I also purposefully tried to avoid that by including this statement in the intro :And it's a shame that it doesn't matter what your intent for the thread was, because what eventually dictates the direction a thread goes is the people who post in it. And the very vocal minority that absolutely detests FF14 summoner will always start crying about it any chance they get.
People can make of it what they will but others in this thread have repeated that same sentiment of not bashing SMN's current incarnation. So far the responses to this have been pretty positive and civil, no real whining about SMN thus far.I should stress that SMN's current incarnation is not broken in any way, it works, and I enjoy playing it. However that does not mean it is a perfect job and could have been implemented better.
Last edited by SoloWingMetatron; 09-11-2015 at 10:11 AM.
Yeah maybe an advancement when we do get to lvl 60 or 61-65 and smn could have the Egis abilities as mentioned in the primary post but with stances for each primal. That way we maybe SE will give use access to the other primals as well. SE mention new Egis would be difficult, but maybe new stances for Shiva and such would be easier. Adding new abilities cast from a player seem to be easier to develop.



Indeed, thinking realistically for a moment a complete overhaul such as mentioned in my initial post is a big ask. However a scaled back version to be implemented for SMN's lvl 61 - 70 abilities could be achievable.Yeah maybe an advancement when we do get to lvl 60 or 61-65 and smn could have the Egis abilities as mentioned in the primary post but with stances for each primal. That way we maybe SE will give use access to the other primals as well. SE mention new Egis would be difficult, but maybe new stances for Shiva and such would be easier. Adding new abilities cast from a player seem to be easier to develop.
This is true, at least in terms of Ifrit and Titan based moves, the SMN would need to get in close. Perhaps Eye For An Eye could be altered to account for this to allow SMN to get in closer for the Ifrit/Titan combo's/Enkindle. Also if the SMN positions themselves to the rear of mobs at this time, that would at least keep them away from a frontal assaultI had thought about an idea much like this one. I ran into a few snags:
What we would have is essentially a melee caster. With low cast times. Or no cast times. Who is stat dependent on INT. Who would also need higher VIT stats to be able to stand in the front line. This would be a revolutionary (as far as DPS jobs in this game are concerned) marriage between front line and back line...
I am for it making an appearance.
This could work with a new job, but probably not for summoner. Great idea and keep on theorycrafting. It makes the forums sorta fun. Also I love my solo-ability with the pets of SMN, I would really miss my Potato-Tank if he was gone.![]()
Yeah Theorycrafting is always fun, so thought it was worth posting this idea for that reason alone![]()
Last edited by SoloWingMetatron; 09-11-2015 at 10:30 AM.
I had thought about an idea much like this one. I ran into a few snags:
What we would have is essentially a melee caster. With low cast times. Or no cast times. Who is stat dependent on INT. Who would also need higher VIT stats to be able to stand in the front line. This would be a revolutionary (as far as DPS jobs in this game are concerned) marriage between front line and back line...
I am for it making an appearance.
This could work with a new job, but probably not for summoner. Great idea and keep on theorycrafting. It makes the forums sorta fun. Also I love my solo-ability with the pets of SMN, I would really miss my Potato-Tank if he was gone.
Last edited by Xairos; 09-11-2015 at 10:21 AM.



The one thing that I've wished for the devs to do to SMN is simply change the animations/names of the abilities to something that fits better. The effect of all of SMN's abilities shouldn't change or else it would completely change the job itself, which at this point is realistically not going to happen.
Personally, I don't really think that the whole "Poison" aesthetic to SMN's primary skills (Bio, Bio II, Miasma, Bane, Fester, Virus...) doesn't really fit the aesthetic of the job itself. Why not have the DoTs change their name, icon, and animation depending on what pet you have summoned? Burn (Bio), Burn II (Bio II), Scorch (Miasma) for Ifrit, Choke (Bio), Choke II (Bio II), Vortex (Miasma) for Garuda, Rasp (Bio), Rasp II (Bio II), Sand Trap (Miasma) for Titan. Change Fester, Bane, and Virus to more generic elemental-sounding stuff like Astral Burst, Aetherbane, Enfeeble.
Something along those lines. Doesn't change the mechanics of the class at all but would fit better with the aesthetic that I think a lot of players want out of summoners. If we can't focus on the pet for the class's mechanics, at least have us use abilities that feel like we're drawing on the power of our pets.
I like this idea.
but I say keep the DoT mechanisms, otherwise SMN will just be a BLM with different visuals.
it's not like they can't, more like they won't.
since you know summoning a full primal is dangerous for the world and all.
so they just use the egis to summon that only needs to draw aether from the WoL instead of from the rest of the world like the rest of the primals.
Which would explain why we don't have new egis, WoL aether capacity probably isn't large enough for them.
isn't that already what they have? different attacks for every egi.I think summoner should play like beast mastery hunters in World of Warcraft.
For those who have never played that game there are various abilities that beast mastery hunters have that they have to activate manually and their pet reacts to it and does something.
Rather then have the abilities automatically be activated by the pet I think there should be more abilities that show interaction between the summoner and have to be manually used. An example of that might be an ability that the summoner uses that orders his/her summon to do a special attack and changes depending on what summon you have out.
unless you mean SMN abilities?
Last edited by hagare; 09-11-2015 at 03:59 PM.


I like this idea a lot, because it would bring summoning more into focus aesthetically, while basically allowing the job to still be a DoT and direct damage spellcaster like they already are mechanically. It would essentially make most people happy - both those who like the way it plays and those who want it to be more like a "summoner."
But I really don't think our development team has full redesigns on the table at this point, even just visually. They've pretty quickly settled into very regular patch cycles with specific types of content.
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