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  1. #1
    Player
    Jerbob's Avatar
    Join Date
    Dec 2014
    Posts
    61
    Character
    Jeral Kalrashan
    World
    Cactuar
    Main Class
    Conjurer Lv 60
    Perhaps you misunderstood what I was trying to say - I really do like playing pet classes! I just don't like XIV's SMN, and don't play it, because the pet I summon is basically a DoT that I can summon and ignore. Spamming DoTs and direct nukes is fine, and I have no problem with classes that use these mechanics, but I certainly don't expect them to be advertised to me as a summoner. A pet-focused job is different to a job that has a "fire and forget" pet that essentially doesn't do anything.

    I don't want to be blunt here, but I've been playing XI's SMN since the times when it was undeniably broken, as people (including myself) have been describing, and I'm still playing pretty much daily. I would say based on my direct experiences that I am qualified to make a decent statement regarding how SMN has changed, and I did my best to describe this in my previous post. If my words aren't convincing you then I am afraid there's not much more I can say!

    Suddenly and mysteriously? Certainly not. I tried to illustrate how these changes have come about. SE actually recognises that we need class-specific gear now, because in XI (unlike XIV), pet stats are unique and not connected to the player's MND, INT and so on. They didn't bother with that for a long time. They've lowered our recast times, increased the potency of most of our abilities, increased our ability to synergise with other players using other jobs. This isn't some baffling metamorphosis with no explanation - it's been a progression as the game has developed.

    The challenge level of XI is certainly different, but to say it is lower is completely incorrect in my opinion. Lots of things have been made much more convenient, and a lot of the really awful things like multi hour long pop windows have been abolished, but those things were never hard, just deeply boring and unpleasant. The real challenges we face in XI vary from patch to patch, as do those in any game, but there is still content that is very difficult to complete with any consistency, just as there always has been.
    (3)
    Last edited by Jerbob; 03-23-2017 at 06:52 AM.

  2. #2
    Player
    Silverquick's Avatar
    Join Date
    Mar 2017
    Posts
    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Jerbob View Post
    Perhaps you misunderstood what I was trying to say - I really do like playing pet classes! I just don't like XIV's SMN, and don't play it, because the pet I summon is basically a DoT that I can summon and ignore. Spamming DoTs and direct nukes is fine, and I have no problem with classes that use these mechanics, but I certainly don't expect them to be advertised to me as a summoner. A pet-focused job is different to a job that has a "fire and forget" pet that essentially doesn't do anything..
    My friend... with all due respect here... that IS how the EQ Summoner and the EQ Necromancer worked... they were pet classes and incredibly powerful.

    Its painfully obvious to me the FFXIV Devs went with a formula they know works... rather than attempt another abortion that was the FFXI Summoner.

    This is a true pet class. And its even better than the EQ Summoner ad EQ Necromancer with regards to pet interaction.
    (1)

  3. #3
    Player
    Jerbob's Avatar
    Join Date
    Dec 2014
    Posts
    61
    Character
    Jeral Kalrashan
    World
    Cactuar
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Silverquick View Post
    My friend... with all due respect here... that IS how the EQ Summoner and the EQ Necromancer worked... they were pet classes and incredibly powerful.

    Its painfully obvious to me the FFXIV Devs went with a formula they know works... rather than attempt another abortion that was the FFXI Summoner.

    This is a true pet class. And its even better than the EQ Summoner ad EQ Necromancer with regards to pet interaction.
    I'm afraid you have me at a disadvantage as I don't know anything about these classes or the game they belong to. Whether they advertised themselves as pet jobs or not, if they are similar to XIV's SMN then they are not what this thread is about, which is pets that function in a meaningful and impactful way. No-one is going to argue that SMN doesn't have a pet at all, but even MCH has a pet. It's a pet job. No-one is going to convince me that MCH pet interaction is remotely stimulating.

    It's also really important to note that the power of a job is literally meaningless in the context of this sort of discussion. It's the foundation that it's built upon that is relevant here - how it operates, not how big the numbers are. XIV's BLM forced into VIT gear with quartered spell potency still has a viable model - the numbers are literally irrelevant. XIV's current SMN may be a powerful damage dealer - again, completely irrelevant when we're discussing the basic foundations that the job is constructed upon.

    In fact, I agree with you that FFXIV developers went with a formula that works mechanically, and that's an admirable approach! It's simply not an approach that I feel correlates with what we know about the Summoner job from Final Fantasy's history.

    My original response was intended to demonstrate that some people's attitudes towards XI's SMN are outdated and flawed, in an attempt to prove that it is a valid model for pet jobs to emulate. All that was needed to transform it from the broken and ineffective job of 5-10 years ago to the useful, welcomed and uniquely capable job it is today was changing some numbers. To go back to a previous example, putting our XIV BLM back into the INT gear.

    I don't want to put words into your mouth, but from my persecptive it appears that you have already formed an opinion on the matter that you aren't interested in changing. I don't really want to keep repeating myself.
    (4)

  4. #4
    Player
    Kahnom's Avatar
    Join Date
    Aug 2014
    Posts
    1,616
    Character
    Arlizz Teirez
    World
    Jenova
    Main Class
    Monk Lv 90
    What if ... when you used enkindle..your egi changed to actual primal and do the signature then turned back to egi.
    (1)

  5. #5
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    I'll admit when I saw this I went "I want to do that." Thankfully, like others in this thread the lore was discussed. I know that's a cheap way out but I do love the lore aspect of this game. The more I thought about it the more I realized I either won't care and it's not that big of a deal.

    I can see them finding ways for us to do this if needed through the lore, but still one thing I've realized after getting our carbuncle glamour, I don't notice it at all when I'm fighting stuff. There's so much flash going around I don't know if I'd notice or care to notice garuda coming out for an attack and going away, especially with the speed of this game and doing rotations.

    It could be added, but it doesn't solve the problems I see with summoner. Though if they add it, far be it from me to not use Titan to pop up scream and go away..so I wish you all luck on those who want it.
    (1)
    Last edited by Leigaon; 04-28-2017 at 09:56 PM.

  6. #6
    Player
    TinyRedLeaf's Avatar
    Join Date
    Jan 2014
    Location
    Limsa Lominsa
    Posts
    528
    Character
    Lyland Battersea
    World
    Chocobo
    Main Class
    Summoner Lv 80
    It's simply not an approach that I feel correlates with what we know about the Summoner job from Final Fantasy's history.
    By this time, after a thousand and one threads on the exact same topic that simply refuses to die, all I can tell these critics is get with the programme or move on.

    As someone who was a career RDM in FFXI, I still vividly remember all the endless bitching about how Square-Enix butchered the job, and turned it into something that's not meant to be in the "Final Fantasy's history".

    Let me introduce all such critics to a simple word: Innovation.

    I'm totally fine with each and every iteration of Final Fantasy coming up with unique interpretations of "classic" jobs. Sometimes the interpretations resonate; sometimes they don't. But ultimately, it's how well they play within the game's mechanics that matters.

    I happen to enjoy FFXIV's iteration of SMN. I think it's an eminently sensible way to implement a pet class; having also played pet classes in other MMORPGs, I'm all too aware of the danger of pushing too much of a job's functionality onto its pets — the moment the pet dies, the player-character is as good as gimped and, quite quickly, dead.

    It seems to me that those who keep complaining of this version of the SMN aren't simply unable to keep an open mind, and allow nostalgia to dictate their preferences.

    If you don't like the job, that's fine. It's your game. Just don't presume that you speak for all the rest of us who actually enjoy the job as it's currently implemented. Go play something else you enjoy.

    And, oh, by the way, I'm already quite prepared to see the same flood of complaints if Stormblood's version of the RDM yet again turns out to be too different from the "traditional" template. Twelve forbid!
    (1)

  7. #7
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by TinyRedLeaf View Post
    As someone who was a career RDM in FFXI, I still vividly remember all the endless bitching about how Square-Enix butchered the job, and turned it into something that's not meant to be in the "Final Fantasy's history".

    Let me introduce all such critics to a simple word: Innovation.
    Innovation was Enspells and Phalanx. Those actually built on the idea of what a guy with a sword that could cast spells would be able to do (they figured out that combining magic with what physical ability they had made up for the lack of raw strength and raw defense). What the job became after that was the lovechild of a Time Mage and Oracle that was then reduced to an MP battery.
    I happen to enjoy FFXIV's iteration of SMN. I think it's an eminently sensible way to implement a pet class; having also played pet classes in other MMORPGs, I'm all too aware of the danger of pushing too much of a job's functionality onto its pets — the moment the pet dies, the player-character is as good as gimped and, quite quickly, dead.
    There are ways to design pets so that they'll die if you're careless while also reducing the chance of your pets dying from getting breathed on by the mob. You can also tie DPS gains to pets without interfering with the master's rotation much (ex: a cooldown that consumes a stack of Aetherflow that increases damage output of egis and temporarily makes them "evolve" into something that is a bit closer to the primal they're based on). Having pets gain small damage buffs on targets affected by your DoTs wouldn't hurt either, and would even accentuate the connection between master and pet.
    It seems to me that those who keep complaining of this version of the SMN aren't simply unable to keep an open mind, and allow nostalgia to dictate their preferences.
    The direction the job has taken can almost be called schizophrenic. It started out as a pet job with pets that served different functions. Then after Leviathan and Ramuh-egi had been all but finalized, the devs gave up entirely on the pet system and tried to ride the hype of Dreadwyrm Trance.

    Mind you that I'm not a SMN main, and I think it a sign of there being a problem when someone who has no stake in the design of SMN taking issue with where the job has been taken.
    And, oh, by the way, I'm already quite prepared to see the same flood of complaints if Stormblood's version of the RDM yet again turns out to be too different from the "traditional" template. Twelve forbid!
    Considering they seem to have ignored actual feedback on what could be done with RDM (read: "look at WoW's enhance shaman and ret paladin to get an idea of how to implement it"), yes, there's going to be words had after the expansion launches.
    (2)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  8. #8
    Player
    Jerbob's Avatar
    Join Date
    Dec 2014
    Posts
    61
    Character
    Jeral Kalrashan
    World
    Cactuar
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by TinyRedLeaf View Post
    Let me introduce all such critics to a simple word: Innovation.
    Innovation is grand, so long as your innovative new car has wheels and goes on roads. When your innovative new car has wings and flies through the air, it's not really an innovative take on a car - it's something else. Not necessarily something worse, but it's still not a car.

    Quote Originally Posted by TinyRedLeaf View Post
    I'm already quite prepared to see the same flood of complaints if Stormblood's version of the RDM yet again turns out to be too different from the "traditional" template.
    Based on what I've seen it's certainly going to be. I'm glad you're prepared, because if I'm still around then I'll likely have a lot to say on the matter!

    I mean, I've just seen this new interview with the producer where he pretty much admits that he's not interested in maintaining the themes of long-standing Final Fantasy jobs. That's fine, if you want to do something new, but... don't call your aeroplane a car in the process?
    (0)

  9. #9
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    I cringe every time someone disagrees with how Summoner is handled when the only defense for it is "don't compare it with Summoner from XI" when many are comparing Summoner as a whole from the entire FF franchise.

    People bitched about DRK because as a whole from a franchise standpoint it isn't a DRK in the traditional sense at all. And Samurai and Red Mage will likely follow suit. And there will be bitching about that too.

    Last I recall Summoners were not known for DoTs but rather spells that called down magical beasts to render devastation down on their foes. With the occasional beast that boosted party members as well. When the boss summons Garuda in Xelphatol for an attack, that is an accurate depiction of how summoning should work. Not this chicken nugget efigy that only serves as a DoT and it's only use is as a DoT extender.

    What we have here is a Super Arcanist that specializes in the Bio tree of spells. Black Magic spells mind you. A portion that rightfully belongs to the BLM that is unjustly given to a different class because reasons.
    (4)

  10. #10
    Player
    magnanimousCynic's Avatar
    Join Date
    Nov 2014
    Location
    Ul'Dah
    Posts
    484
    Character
    Wynne Yilmaz
    World
    Gilgamesh
    Main Class
    White Mage Lv 100
    Quote Originally Posted by MagiusNecros View Post
    What we have here is a Super Arcanist that specializes in the Bio tree of spells. Black Magic spells mind you. A portion that rightfully belongs to the BLM that is unjustly given to a different class because reasons.
    Arcanist Magic, otherwise known as Arcanima, is not Black Magic.

    Black Magic is the use of destructive magicks made by using Environmental Aether to avoid the use of one's own Aether reserves.

    Arcanima is the use of Mathematical Formulas and Geometric Symbols to create their spells. They accomplish this by using their Grimoires as a means of shaping and directing the Arcanima into the spells they use. On the topic of this, they create their Summons by temporarily splitting part of their Aether to create their Carbuncles and Egi's.

    Here's some links that I used for this info.

    http://forum.square-enix.com/ffxiv/t...=1#post2052557

    http://forum.square-enix.com/ffxiv/t...=1#post2150439

    http://forum.square-enix.com/ffxiv/t...=1#post3796893

    Don't try to make an argument out of wrong info.

    And besides, I'd rather not have SMN use full-size primals because that would make any 24-man with more than 2 of them a cluster fuck, and that's not even taking into consideration on how boring the class would be if a majority of your damage was done with a pet.
    (2)
    Last edited by magnanimousCynic; 03-25-2017 at 06:20 PM.

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