You ever consider that Square Enix looks at you outdpsing the Red Mage and goes: "Welp, Time to hit them with the nerf bat!"
Or do you think it's more like: "Oh it's Tuesday! Better Nerf Summoner!"
Hehe more like the 2nd one. I get a feeling that they hate summoners for a while now haha.
Anyway I dunno how can they balance and test jobs to came to a conclusion that SMNs are fine and ready to release.
It seems that they were cautious of bahamut giving us too much dps(which it does). But now when we see that most summoners underperform maybe they will boost ruin3 potency somewhat? I hope... at least...
Last edited by Angry_Evil; 07-09-2017 at 09:05 AM.
I had to become active on the forum again just for this. I do agree that this is lazy. This is a new expansion; everyone is looking forward to shiny new jobs and shiny new skills. Summoner gets to level 70 and can summon Bahamut... but it's the same model we've been looking at "forever".
I guess that's ok, I mean it's freaking Bahamut right? At least now we get a true Ahk Morn.... but it looks "exactly" like the deathflare we've been looking at since Heavensward...
It would have been fine if deathflare didn't originally use that attack animation. However, since it did, you have to up your game. You can't convince me that it's a more powerful attack by using the same animation. I mean, I was able to use that attack "without" Bahamut ten levels ago... wait, is this even really Bahamut?
I mean, couldn't work on a different Bahamut model? Couldn't visually differentiate his Ahk Morn to highlight that it's a more powerful attack? A double Ahk Morn, or even just a wider one would have been fine. Are we really at the stage of re-re-using(yes, two) old assets trying to pass them off as new? I mean, you did it the first expansion.. now again? What happens next? Can't be bothered to think about about how changes will affect the player base?
That's what happens right before the show goes off the air guys, c'mon...
Yes, I used this thread as an excuse to rant. Sorry, but this really bothered me more than the other changes because it speaks to the mindset of the developers. Back to the serious discussion guys...
Last edited by Troile; 07-10-2017 at 01:15 PM.
I only agree with 2 and 5 need to be adjusted. For other points, we just need time to get used to.
For dungeon, what I do is just to keep one aetherflow available before the next pull. Hand dots / Tri-D then bane off with that one aetherflow you save. This will send you right to DWT and you use it from there. while your dots are up on all mobs.
One thing I would like to see change is that it's really annoying for aetherflow to be locked when you are in DWT. I think at least once it's unlocked, we should have what we have before it's locked back. This will help minimizing the dmg loss issue.
I personally don't care the Ahk Morn visuality that much (though yeah it could be better and different to D-Flare) but what bothers me on his skin is that he's designed in that very washed light blue... why haven't they just take the Final Coil Skin - it's way more "dragon-ish" - and they don't even have any work to do, it already exists... people asked for redesign Garuda/Ifrit/Titan to a modern look... I can oversee this demand but why didn't they give "new" egi-skins a bit more love in detail... I'm really sad bout that.I had to become active on the forum again just for this. I do agree that this is lazy. This is a new expansion; everyone is looking forward to shiny new jobs and shiny new skills. Summoner gets to level 70 and can summon Bahamut... but it's the same model we've been looking at "forever".
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I'm not happy with the color either. Being an older player my ability to differentiate some colors close together in hue is degraded. Bahamut's hue is very close to some of the AOE and floor colors which only makes it hard for me to differentiate when Bahamut is out.
I'd love to see some changes to Fester and Bane that prevent them from "missing" and canning our DPS for two minutes. With Fester, it could be as simple as giving it a base potency of 100 and having Bio and Miasma increase it by 100 each; still a DPS loss if you screw up, but nowhere near as crippling as it is currently.
Bane is a bit trickier, but I could see it also refreshing the duration of your currently applied DoTs on the primary target or even applying a debuff that increases the target's vulnerability to the next DoT you apply to it. If the current steep scaling of the spread DoTs is here to stay, this would at least give Bane some niche use during movement-heavy portions of single-target encounters.
What really grinds my gears while soloing is that my chocobo completely ignores my summons for healing. If I get smacked in the face? Heals! If my summon takes the hit for me? Nothing. Allowing chocobo targeting of summons would partially alleviate the lack of a sustain spell.
You know something else that's bothersome at the moment? I recall seeing someone that made a bug report on Physick, saying in the report that Physick should be using INT to heal, and it obviously wasn't since his heal was crap(as expected) and there was another player that replied that it is how it should work, just because Square-Enix can't make Physick scale off of INT because then it wouldn't work for Scholar...
Clearly said guy forgot that Ruin 1, Bio2 and Miasma were adjusted to scale off of MIND if you are a Scholar, and still scale off of INT if you are a Summoner(that isn't high enough to get Bio and Miasma 3 that is).
Therefore, if Square-Enix has the ability to make damage spells scale off of a different main stat based on the job, they can surely make Physick scale off of INT for healing. Either that or make a new trait that turns Physick into a new healing spell that scales off of INT.
Oh and that bug report got classified as 'Working as Intended'. Making it's working as intended, but it's far from being effective.
It seems that Bahamut is getting shrink... Just noted on live letter.
I fully disagree with this nonsense.
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