I just try not to think of it as a Summoner. Makes it easier for me. Basically I just consider myself to be a Ruin Mage when I play SMN. A Ruin Mage who just so happens to have a carbuncle friend.
I just try not to think of it as a Summoner. Makes it easier for me. Basically I just consider myself to be a Ruin Mage when I play SMN. A Ruin Mage who just so happens to have a carbuncle friend.
The work or complication from adding actual summons isn't as easy or difficult as people assume and server stress is a load of bull. 40+ people with summons out? People have been doing that with chocobo's since 1.x - when they had Choco Meteor as an attack. Or how about that ffxi can handle it despite being released during the PS2 era and being limited by PlayOnline. The real reason is because someone in leadership wants the egi system they have and it's insulting.
I wouldn't mind seeing a customisable Enkindle action that would unleash an elemental attack regardless of the egi that is summoned. Maybe it can be affected by the Aetherflow stacks at the time of using Enkindle. So no stacks would be the egi's trademark special, 1 stack Diamond Dust, 2 Judgement Bolt, 3 Tsunami etc.
That's not remotely true. When XI initially launched, that was the intent behind the class, that a player would summon an avatar, use a Blood Pact, and then release it. That was a problem because all Blood Pacts shared a minute timer, weren't more powerful than other job's skills, and while waiting for the cool down to finish, there was nothing useful the job could really do, except heal.
Over time, the job has morphed into one in which you leave the avatar out all the time, so it can build up TP and then execute a Blood Pact.
Many people on this forum expressed the sentiment they thought the job in XI was perfect, but while it is good, it's not as great as people think. Avatars have a long cast time, and you can't heal them, and once the pet is dead, the summoner is a sitting duck. The job also takes a significant amount of gear, and Nirvana makes a difference of night and day.
The other thing is that XI summoner goes against the idea of having the player being directly responsible for events and actions, as the player just controls the avatar.
An alternative to this if SE keeps up with the Egi-Glamour shtick, is they could allow us to glamour Demi-Bahamut into Demi-versions of the other primals to do their own version of wyrm weave + their special attack.Instead of egi glamour add an egi skill that lets you summone very primal in the game that auto attacks and does a finisher/big attack just like bahamut.
You won't have to animate, you won't have to do anything besides just adding an ifrit, shiva, titan, levi, and ramuh button that we can drag to hotbar that acts exactly the same way as bahamut's with the same potency/auto attack and finisher.
No more ps3 limitations excuse...
That would be an amazing option to have.
Lorewise, I'm sure we could figure out a way for Summoners to control weaker Primals for one special attack that uses all their aether, then they dissipate. I don't think summons should be permanent pets at all. They've always been one-shot spells until FFX/XIII had them out for a limited amount of time, then FFXI had them persistent but at least they were true summons and not egis.
SMN should be the only job that can make bigger explosions than BLM, but right now it kind of falls short. It's an awkward DoT class. Very questionable choice by SE.
If you mean the long elaborate intros, yeah no one would play them because that intro is about 1 minute long.
If you mean because they would be too big and cover picture space for party, just have it by default that no one else can see the summon in battle unless they toggle it on.
If you asked anyone who knows what previous summons are and are not in love with the current summoner implementation which is 3 avatars, glamours, and dot oriented vs big can of whoop ash like in most FF games. I doubt there would be many who wouldn't want to have an army of different avatars with different skills to cycle through and play with.
Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB
And if you ask the thousands, maybe hundreds of thousands of SMN players how they feel about SMN I'm sure they'll say it's awesome.If you asked anyone who knows what previous summons are and are not in love with the current summoner implementation which is 3 avatars, glamours, and dot oriented vs big can of whoop ash like in most FF games. I doubt there would be many who wouldn't want to have an army of different avatars with different skills to cycle through and play with.
You "make SMN an actual SMN" people never stop. Are never pleased. SMN is GREAT right now and if you don't like it don't play it.
This is how SMN should have always worked in FF14 as well. Unfortunately our devs are horrible at recognizing their design mistakes and correcting them.
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