Results 1 to 10 of 245

Dev. Posts

Hybrid View

  1. #1
    Player
    Xie_Belvoule's Avatar
    Join Date
    Jun 2017
    Posts
    39
    Character
    Xie Belvoule
    World
    Faerie
    Main Class
    Dragoon Lv 60
    So I decided after years of playing that I'd level SMN in SB because it looked like it was moving more toward a classic summoner. I leveled it from 1 to 56 and quit. The job is so poorly thought out and boring that it was actually sapping my will to play. When a job is so bad it makes you not want to play you know you've found the worst job in the game. The devs aren't inspiring any confidence either. I mean do they even know why it's so unfun to play?

    I'll put it this way, one thing they did in SB was to combine spells that are similiar (Stone for example) and removed off globals and DoTs that were simply pushing a button to do more damage. If they did that with SMN you would see that their wouldn't be a job left. I mean roll ruin, ruin 2, ruin 3 and ruin 4 together and you have like one attack spell. Get rid of the DoTs and oGCD "do more damage" buttons and you have no bio, miasma, or rouse etc. The job is the opposite of their new design philosophy and needs to be completely rebuilt from the ground up. If you think that's too much work then I direct your attention to 1.0>ARR. Surley rebuilding SMN isn't as much work as rebuilding an entire game. Decouple it from ACN and have ACN lead to SCH. Make SMN about trances. They have base unaspected spells that gain a matching element to what ever trance they are in and say the Ifrit trance gives their aspected spell a DoT and let them build, we will call it aether gauge, to summon Ifrit for a big single target burst. Just an idea off the top of my head. Point is they need to completely rebuild SMN.
    (2)
    Last edited by Xie_Belvoule; 08-10-2017 at 11:56 AM.