

What's there to realise? That a RDM is good at recovery during progress? (Verraise)
Not sure which logs he was looking at, but the difference between the #1 card fed BLM, and the #1 RDM without cards is 800 dps in favor of the BLM.Originally Posted by Zeonsilt
Also, Dervy's comment:



A bit off-topic, but that 46.3% WHM participation kind of leads me to believe that maybe they were overbuffed a bit with SB? That's almost double the participation of the other two healers - basically, all but 3.7% of raid groups ATM (barring outliers like solo healing the fight, admittedly, if that's counted) are bringing a WHM to OS4.
Saw this pic on reddit ^
It's about time that they realize something.
SMN(and BLM, to some extent) is really in a bad spot because RDM.
MCH is really in a bad spot because BRD.
aka "there's a job that can do anything you do, and do it much better"
Also, Dervy's comment:
O4S RDM 87.9% and BRD 96.5%.
96.5% vs 3.5%, Carl.
All but 0.9% of groups are clearing O4S without a PLD, as well.
That's actually worse than SMN's representation, all things considered (though poor MCH is suffering a similar fate as non-PLD/non-WHM comps).


In regards to sustain, it's a very situational, but very useful skill. I remember using Titan as a replacement in dungeons whenever a tank decided to bail for some reason. I remember using Titan to grind FATEs which especially came in handy during boss FATEs because here we are 4 years later and FATE scaling still sucks. Sometimes the tank positions the boss in the wrong way or the tank dies and the boss goes on a cleaving spree injuring our might-as-well-be-made-out-glass egi-friends. Point is, sometimes, regardless of how rare the situation is, you need to heal your pets. That doesn't make you a bad SMN. There''s still no easy way for healers to heal pets, especially on PS4. No matter which way you slice it, taking it away was, as far as I'm concerned, a mistake.
That said, I feel like this whole Sustain thing is emblematic of another, bigger issue: wtf even is SMN supposed to be? Like honestly. You essentially have three spells that directly interface with your pet. Three. Out of about 20. You have a temporary "buff" to your pet in the form of Bahamut (a rather gross simplification, but it is what it is). Each pet has 4 usable abilities, at least one of which on each is extremely situational, but nearly all are on not-so-short cooldowns. One of your pets is the living embodiment of of the word 'situational' and with the removal of sustain, they have essentially removed it's raison d'être. To top it all off, I feel pretty confident in saying that the vast majority of SMNs have not once taken their pet off sic (i.e. autopilot) since they started playing, but it doesn't matter because the difference that makes is, on average, negligible at best.
At a certain point, I start to wonder why do pets even exist. Their whole being feels like an afterthought.
Last edited by Galaktica; 08-05-2017 at 09:27 PM.


Why,?SMNs have not once taken their pet off sic (i.e. autopilot) since they started playing, but it doesn't matter because the difference that makes is, on average, negligible at best.
At a certain point, I start to wonder why do pets even exist. Their whole being feels like an afterthought.
Not sure but maybe because it makes the class too difficult to do in the most difficult battles?
Maybe SMN is/was harder to balance since it is one of or the only job that could do multiple roles?
Some players have trouble dodging mechanics themselves, if the pet can take damage that would mean that same player would have to dodge stuff twice. In the open world stuff where most enemies do a special move every 1-2 mins and hit kind of weak there is probably no issue. But in some of the harder instanced stuff enemies do special skills every 5-10 seconds and hit hard so jobs are basically on the move with rotations or moving around 24/7.
Pure DPS without pets= Rotation and dodge
Support DPS with pets= Rotation, dodge, and party support
Smn= Rotation, dodge, party support, <if managing pets the whole time to do their rotation/dodge insert here>
Each FF does summons somewhat different. You got the elaborate one and done cast and then you have the persistent pet out versions. I think in this game since the team jump rope dance is a big part of the game and roles are strict with little cross role play, Titan was used as a tank and SE doesn't want that anymore. It also makes adding more pets more harder to implement differently hence SE giving glamours versus more pets.
The solution? Idk, the only thing I can think of is to totally rework Summon into a one and done caster. But that would require a lot of work, and I don't know if the people who like the persistent type avatars would be happy.
I don't like the dot type gameplay that SMN initially was, that was red mage for me in XI. But some players do like the dot mage. When I use SMN in any offline FF, I think of larger than life iconic creatures that obliterate stuff. Here they are small, not so larger than life, and if they were huge and persistent summons, other players would complain about their size.
Interested to see what SMN becomes to say the least.
Last edited by Sandpark; 08-05-2017 at 11:04 PM.
SMN feels fun on Pvp cuz you get Bahamut after your first DWT, so maybe go with that on pve too? idk if it would be OP or not since i dont play SMN anymore.... but that would be a fix to SMN main problem (taking years to build their main combo, and being Punished Extremly hard form Dying).
SMN needs a few more quality of life changes before I touch it again. One is make Physick not useless. I would love the RDM treatment, but even if it is a sustain effect if cast on the summons would be great. Bahamut should not move, not sure why he does now as his range is 100 yalms. Increase the survivability of the pets against aoe in general. Wormwave becomes an auto attack for Bahamut instead of relying on the SMN to cast (Buff accordingly). Reverse the bane nerf slightly so instead of drop off at three it is more like at 4 or 5. Reduce the cooldown in Shadowflare. Fix devotion from being single target to party wide, give a longer cooldown if too powerful. Then just increase the response times of the summons please. After that it is tweaking numbers. Not sure how to change this either, but make it a flow together. So much is counter intuitive right now. You feel rushed to get Bahamut out and it takes so much build up to get there. Not sure though how to change that.

Summoners don't need Sustain as much as they are making it out to be there are other things that were changed that are far more important. Why many summoners want sustain back is for soloing when out in the world but this issue would be easily fixed if Chocobo's would heal your egi but they don't so you are stuck with a very bad psychic heal which is useless when you are caught off guard by multiple enemies attacking at once. The biggest issues, In my opinion, are the changes to shadowflare and fester. Shadowflare is instant cast with a 60-second cooldown now where before it was part of your global cooldown with a cast time. Fester max damage was cut in half with the changes going from a 200 potency per dot on the target to a 150 potency and only two dots instead of the three before going from a max 600 potency to 300.
I want contagion back lol.

Sustain is important, but there's far more important things that need to be addressed.
I sincerely hope that Summoners get more then the optional reduced size of Demi Bahamut this patch.
They really need to rework Titan-Egi.
It doesn't fit anymore in any scenario because when you summon Bahamut it will lose all the aggro, so you can't use bahamut when you use Titan, that is so frustrating. They could make it like an aoe damage based egi, so we will have an caster damage, a melee damage (please, buff ifrit damage, it is based on physical damage, make it magic) and a AoE damage, that would be nice.
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