Meetings and Greetings. Some of you might remember me from a previous post where I mentioned shelving the class due to poor cohesion and design. Well, I'm back after toying around with the 'new' Summoner in weekly Omega Savage runs and some experience with Shinryu Extreme. I'll go ahead and put this at the beginning since we all know this will be rambly:
TL;DR: 4.1 was an acceptable step, but the job still has problems.
With that said, let's start with the positive changes.
The Good:
The changes to Ruin III and Ruin IV actually made a much bigger difference than I originally gave them credit for. By discarding the mana-dump philosophy that Summoner developed in Heavensward, it is now much easier to assist allies with Mana Shift and Resurrection. Ruin IV becoming an instant cast proc breaks up the monotony of Ruin Spamming by giving me something to actually look out for. It also allows for a "free" gcd of movement, which is great if you luck out and have one ready for certain times.
Changing Ruin III to be instant has also massively shifted the design of Dreadwyrm Trance from being a turret heavy phase to being hyper mobile. It's significantly easier to deal with ogcds like Rouse or Enkindle cycling during Trance, as you no longer have to burn a Swiftcast to force them out. It also makes the ending feel much more satisfying, since you can really run down the clock on Trance and not have to feel like wasting the last couple seconds. This has also hilariously shifted the peak damage phase to being the best time to do mechanics, since everything you need is either instant or ogcd. It feels incredibly satisfying.
Tri-Bind is no longer garbage, and actually feels pretty good to use in Trance.
The reduced cast time and mana cost on Summon I/II/III is a gods send, as it's no longer possible to die and then be blocked from summoning your pet back. It also makes resummoning in case of an accident much less painful.
Sustain is also back, which is great since AOE in dungeons is basically a coinflip if it will do damage to the pet or they just completely ignore it. Old dungeons are especially awful at this, so it's nice to have for synced roulettes.
The Bad:
While the gameplay feels smoother and more engaging, none of the cohesion issues I brought up in my original post have been addressed. It's far too late at this point to really do anything about that, but I am pedantic enough to point out it still feels like a problem.
Summon Bahamut continues to remain a problem, since trying to control him is like trying to ease an overloaded garbage can down a hill using only one stick and a weak magnet. Bahamut still likes to ignore your orders and run to your location if you get too far away from him. This is especially noticable with Enkindle Bahamut more so than anything else. Dude has serious performance anxiety and doesn't like to fire alone. Some times you can ram enough orders down his throat that Wyrmwave will continue to go off for a bit be he will eventually start winging it to you.
It's also ridiculous that Addle still contributes to Bahamut's dps. I shouldn't have to choose between doing something for the raid, or throwing away a raid utility cooldown just to force my airhead pet to poke the enemy an extra time.
Pet AI also continues to be a general problem, since the pets have a sluggish queue system. It's annoying to hit Devotion and then see my pet whack the boss a couple of times before putting it's buff up on the raid, especially if it comes up just before a mechanic where a little extra healing or damage reduction wouldn't hurt. It's also still possible to lose Enkindle because the pet has to move, or if you cram too many orders down it's throat at the wrong time. Enkindle will go on cooldown, but never go off. It's a rarer occurrence now, but still incredibly frustrating.
The pet delay also makes using specific abilities like Radiant Shield or Contagion on command extremely frustrating. The pet can just decide to ignore you for an extra attack or two. Or it could immediately cast. You have no way of knowing which will happen.
In addition to that, Aetherflow and Aethertrail continue to be a massive annoyance because they remain mutually exclusive. Your first Trance of the fight is effectively worthless since you have to throw it away to get Aetherflow rolling on cooldown to get to Summon Bahamut. This also crops up midfight during any encounter with a long enough intermission, like Grand Cross Omega. It feels awful to build up to what is supposed to be a higher-power moment only to throw it away because most of your kit is locked behind it.
Those three things are the major problems with the Summoner's current kit, and make it feel far more frustrating than it needs to. Smoothing out the bumps would go a long way to making the job feel more fun and fluid, without being constantly frustrated by the roadbumps that get thrown in your face over the course of a fight.
It may not sound like much, but Aetherflow is the core mechanic of the entire class, and Demi-Bahamut represents a large chunk of your damage over a fight. Being frustrated by such an important feature is not fun, and it comes up repeatedly. Sometimes multiple times in the same fight.
Okay, So What Would You Do About It?
This is something I saw a bit in my previous thread, pointing out that while I aired a list of complaints I never actually proposed any kind of solutions. With that said, here is what I would try to alleviate these problems.
Summon Bahamut:
Solution One: Reduce the potency of Wyrmwave. Once you summon Demi-Bahamut, he will turret up to that location and never move. Additionally, Wyrmwave will automatically cast at your most recent target every 1.5 seconds, without needing to be forced by the player. This solves the problem of him skipping attacks or missing out because you had to move, or had to use Addle for the raid instead of padding personal dps.
Solution Two: Rework the ability. Delete Enkindle Bahamut and Wyrmwave. Demi-Bahamut will now show up, cast a single high-damage spell, and then leave. This also alleviates the problem of him moving, or of missing some damage during Summon Bahamut time, but would give the Summoner positively massive damage spikes every two minutes. I would prefer if he got a new, more flashy spell to go along with this, but I could settle for Akh Morn.
Pet AI:
This is something I don't ever see being fixed, sadly, but the problem could be alleviated for Devotion at least. The way it should function is Summoner casts Aetherpact -> buff radiates out from the pet.
The way it currently acts is Summoner casts Aetherpact -> Pet has to then cast Devotion -> buff radiates out from the pet.
Make the ability one that the Summoner casts and originates from the pet, rather than this three-step logic that delays the order by a variable amount of time. This is only going to get worse as the game goes on if the dev team decides to add more "order" type abilities, where you could clog up the pet queue and end up with the Summoner losing abilities through random chance.
This would also have the added benefit of making Devotion instant, perfect for actually lining it up with raid buffs or raid mechanics.
Aetherflow and Aethertrail:
This one is actually a bit difficult, simply due to Summon Bahamut existing. However, I think that Dreadwyrm Trance locking abilities and not Aetherflow might help with the problem.
The way it currently works, once you use Dreadwyrm Trance, you are completely locked out of hitting Aetherflow. What I propose is that you can use Aetherflow during Dreadwyrm Trance, but not the abilities Fester, Bane, Painflare, or Energy Drain. This is a pretty ugly stopgap, but it would allow you to get Aetherflow on cooldown and rolling instead of having to wait until Trance ends.
With that said, those are my impressions of the job after the changes in patch 4.1. I find it not-unplayably frustrating now, largely due to the changes to Ruin Mastery for bosses and Tri-Bind for dungeons (and sustain for older dungeons). It still remains frustrating to play at times, and I often find myself glaring and thinking terrible things towards Bahugmit or being frustrated by the complete stop-and-go Aetherflow and Dreadwyrm Trance sometimes cause. Even with all of that, though, I do enjoy it enough to take the job back into Savage and Extreme trials.
I hope that the remaining problems can be ironed out.
If you actually stuck through to the end, thank you for reading. If you have thoughts or comments, I'd be interested to see them.