I can't help but get incredibly frustrated when I read stories like this. It seems to be commonplace that people complain about XI's SMN when they have very little personal experience of the job itself. There was a lot that was wrong with it, true, but as people have pointed out in this thread, the theory was sound - the developers at the time just had no idea how a pet job should function.
Furthermore, XI's SMN today is actually much improved - and the formula hasn't changed. It's still there and it's still going strong using the same principles. I was playing SMN yesterday, and two people were playing SMN at my linkshell event this evening. If either of them cast a healing spell from their subjob, I didn't see it.
I'd just like people who repeat what they've heard about XI's SMN "being a healer" or "being weak" or "just curing" to actually think about what they're saying and look at some more up-to-date material, is all. Wings of the Goddess was 10 years ago, after all, and a lot of the complaints are being made in the context of gameplay that's even earlier. Kiting bombs with Carbuncle was literally a decade ago.
Using XI's SMN as “proof” for why a different Summoner in XIV is impossible is flawed logic at best, and deliberately unhelpful at worst.
On the topic of Necromancer, I agree with much that's been said by the OP and those supporting them. XIV's SMN is fine mechanically and where all the numbers are concerned, but it's deeply disappointing as a job that holds the Summoner name. DoT-based jobs are fine - and fun! - but it's certainly not what I expect when the Summoner name is involved.
Certainly it shouldn't be removed or reworked, as a lot of people like it - and with good reason. But I do think it should be renamed. That way the people who enjoy the current gameplay can look forward to more of the same, without some of the playerbase asking for something the current SMN enthusiasts don't want. And there's even potential for a different Summoner to appear in the future. Everyone wins!
Most incarnations of Summoners haven't been pet jobs, but I really do think it's the best way to go when looking at an MMO. No-one wants 2 minute long cutscenes for summoning and I don't think people just want a clone of BLM, so having that pet proxy is a good way to solve both of those issues. Make it look decent, make it the focal point of the job's damage, drastically improve pet management functions, etc etc. There's no reason it couldn't work in XIV aside from stubbornness from the developers and the idea that every job in XIV has to be a "reimagining" of the classic – a poisonous idea that vehemently disagree with.
A lot of people like the trance mechanic, but I really don't share an appreciation for it - I can only see the cop-out that the developers have made in order to make Summoner "fit in" with their ideal homogeneous jobs system, and not something that could have been unique and cater to players that enjoy something a bit different.
As for lore... well, lore is infinitely mutable. The developers have wrapped up SMN in this cocoon of lore that threatens to crush the life out of it, and they've done that to serve their purposes. In fact, they've already broken their own rules by introducing Summoner in the first place - They've created "the Egi clause" to excuse their introduction of summonable Primals. THEY decide how the rules are broken - they can do it just as easily for a different breed of Summoner, if they so choose. It just takes one NPC to make a discovery out of the blue - they do that all the time - and the way could be opened. They're choosing not to, and lore is an excuse, not a reason.


Reply With Quote







