Throwing it at a wall to be precise.
Yes, it is that time again. Why, you might ask? Because this job is still broken. and it shouldn't be.
Preface:
This has nothing to do with damage. Summoner could be the #1 dps by twice as much as #2 or the #19 dps overall and I would still be writing this post. The numbers are mostly irrelevant, this job is broken on a fundamental level and is in a drastic need of some changes. Nothing about this job functions in a cohesive way.
Right then, now that we have that out of the way, let's get into the meat of it all. Like I said above, nothing in this job functions in a cohesive way. In fact, you have multiple elements fighting against each other. Why? What was the point? Below is a point-by-point breakdown of my grievances with the job's design since Stormblood.
1.) Damage-over-Time effects are worthless.
DoTs have become so deemphasized since Stormblood they might as well not even exist. With the loss of Contagion, nothing in your boss kit interacts with any of your debuffs. With the change of Fester to always give Dreadwyrm Aether, they don't even matter to your basic gameplay rotation anymore. You could literally drop DoTs and go through your entire Trance and Bahamut rotation, unimpeded. It is nothing but invisible damage now.
What other dps job can just drop one of the supposed "Core Mechanics" and it actually not matter to how the job plays?
Even if you removed the debuffs from Tri-Disaster, it wouldn't affect how you cast the ogcd. You'd still use it in the same place in your rotation, every time. That's how utterly meaningless the DoTs have become.
At least Bane still spreads them, but that isn't even a Summoner spell. Trash pulls take so little time to go through I barely ever find myself needing to Bane more than once a pull anyways.
Why do these even still exist if you aren't going to do anything with them?
2.) Pets are broken, stupid, and slow.
This is specifically dealing with the Egis. Don't worry, I have completely different reasons for hating the Demi pet, and we'll get to that in a bit.
Pet AI remains braindead and foolish for no real reason. Why do my pets stop attacking when their target dies until I command them to attack or actively attack another target when I'm still engaged with 10 other enemies? What Summoner in-universe would be so braindead they wouldn't tell their summon "Attack my enemies until otherwise instructed" instead of just "Attack that one and nothing else until I say otherwise."
Why can Enkindle still fail and not cast under certain circumstances? Why doesn't my pet just continue to cast Enkindle until it actually goes off?
Speaking of Enkindle's casting, why is Devotion something the pet has to actually cast after I have to cast Aetherpact? Doing so introduces lag that no one (besides Scholar) has to deal with. Precise timing of the buff is frustrating to deal with because the Egi can decide they'd rather use another gcd first. Or just not cast it immediately when standing still.
With the loss of Contagion, no pet has any direct interaction with your "Core Themes." They don't interact with themselves, they don't interact with demi pets, and they don't interact with your dots anymore. There is a huge potential here that's not being served at all. There is no depth to them.
3.) Demi-Bahamut is also broken, stupid, and slow.
I can not stand this lump of awful being such a core part of the job. Nothing about it is interesting.
Just going by the theme of it, why is my ultimate summon so stupid it has to have it's hand held to attack at all? Why does it have so much performance anxiety it won't cast Akh Morn unless it's within a few feet of me half the time?
Why does it have a one-hundred yard range and still need to be following me at all time?
Why does Addle still proc an extra attack, forcing me to either waste a cooldown for damage, or lower my damage to provide a valuable group buff?
Why is it by forcing this thing to attack, all he can do is a weak and visually bland auto-attack? Why doesn't it actually interact with what I'm doing? Everything you do results in the same action.
This is going into my next point as well, but why does this pet's existence screw over my other pets at random points in the fight? There is a very tight window for Rouse to be used without wasting any of the buff, because your pet dies when demi-bahamut spawns. If an intermission happens and these desync, well tough luck. Your pets hate each other and your stuck wasting time playing favorites while the other sulks. This also happens with Enkindle, since you can effectively 'waste' time on it if it cycles while demi-bahamut is out. Not only do your two pet types have zero interaction, they actively compete against each other.
4.) Core mechanical systems compete against each other.
This has been a continual problem since Stormblood launched and there hasn't been any indication of it being fixed. On a basic level, most of your mechanics block each other.
Aetherflow is the skill by which your entire rotation functions. You need to go through all 3 relatively fast in order to get to Dreadwyrm. It's unfortunate then that Dreadwyrm completely deadwalls Aetherflow. You can not use Aetherflow (without wasting it) prior to expending all your dreadwyrm aether in Trance.
This is at its dumbest when you start a fight, as the optimal use of Trance is to immediately go into it and then waste the vast majority of your buff by throwing it away on a quick Deathflare. You have to so Aetherflow can be used faster.
You need to Dreadwyrm Trance twice to summon Demi-Bahamut. Optimally you'll wait on Aetherflow so you can force the whimp to auto an extra three times, but then you're stuck waiting on demi-bahamut to get bored and leave. You're completely blocked off from Trance, even though you meet the conditions and at any other time would want to enter it asap to get the bonus damage.
Why do all of these mechanics fight each other? Why are you constantly walled in this job and stuck waiting to do what you need to do. Why is downtime punishing down the road because it broke your juggling act of all these walls?
Why does everything in this job feel tacked on and extremely shallow?
At least it isn't all bad. The changes to Dreadwyrm Trance, Ruin III, and Ruin IV have made the Ruin spam part of the class a lot better. It's also the only thing your pets have any interaction with, causing Ruin IV procs. So... that's one of my original five complaints fixed, at least.
So what would I change?
Opinions are a dime a dozen, but I feel like I should at least offer up some suggestions in addition to complaining non-stop about the job. Some of these are a combination of things, and obviously not all of them would work. These are just my thoughts after playing.
Damage over Time:
Change 1:
Reintegrate kit cohesion in some way that makes sense, starting with DoTs. Make Wyrmwave extend the duration of DoTs on the target by one second or whatever, or retool one of the pets current abilities to have a bonus effect if it strikes a target infected by your diseases. Give it something to tie the job together.
Change 2:
Alternatively if you aren't going to do anything with it in the first place, just get rid of them altogether and work some of that invisible power back into the other parts of the kit. I liked DoTs back in Heavensward, but this halfsies approach in Stormblood is just infuriating.
Pets:
Change 1:
Remove the need for a pet to "cast" a spell after I tell it to. Instead just have the spell cast by the Summoner and the origin point be the summon. So for example, Devotion is a spell the Summoner casts and radiates from the pet instantly. The pet never has to do anything. Alternatively...
Change 2:
Update pet ai to immediately overwrite its current commands with a master's command once ordered. There should never be a time where my pet debates if it wants to Enkindle or cast another Windblade real quick.
Change 3:
This is a lot more personal, but I would like to see more master/pet interaction in the Summoner kit. The change to Ruin IV was fantastic for that, and I would like to see something on the reverse end where my action can provide a benefit to the pet. Something like a Ruin or DoT crit reducing the cooldown of an ability by a set amount, or a damage buff on their next "main" spell.
Change 4:
Related to change 2, remove the effect of Contagion and Radiant Shield from the pet if they can not be made to instantly obey the master. Stick the effect on Aetherpact or give the Summoner a new skill (especially notice change 1 if you do) to do it based on what type of pet you have out. Fighting your pet to get important debuffs out at a specific time is not fun.
Change 4.5:
Give titan-egi something to match the dps pets, if even just for soloing stuff. I don't know, a damage shield on the caster? Crappy mixed vuln? The guy should get something, he has a hard life getting summoned just to be punched in the face.
Demi-pets:
Change 1:
Remove it, this things existence has introduced a horrific number of problems to the jobs overall flow and siphoned a large amount of power away from the kit just so the player can spawn an overly attached reskin to vaguely air-hump in the direction of a boss. I do not feel this spell has anything of substance to the job.
Change 1.5:
Alternatively, retool Summon Bahamut into a Dreadwyrm Trance finisher that summons a pet to launch one high damage attack at the current enemy. Have it cost aether or just have a large cooldown, whatever is fine. Let him cast Megaflare or something, I don't know. If it must remain then-
Change 2:
Leave bahamut stationary once summoned. The thing has a 100-yard range it does not need to follow me everywhere. It being stuck in one place should also make it more responsive to Enkindle Bahamut.
Change 3:
This one is another hyper-personal one, but I would rather see Enkindle Bahamut removed and replaced by having Bahamut interacting with Aetherflow abilities instead. If I Fester or Energy Drain, have it Ahk Morn (make it single target or something). If I Painflare or Bane, let it Flarebreath or something. Remove or reduce the potency on Wyrmwave if you have to. Just do something to tie the job together.
Change 4:
Speaking of Wyrmwave, stop letting Addle trigger a Wyrmwave. That is beyond ridiculous.
Change 5:
Let bahamut be affected by Rouse at a weaker level/different effect. Having the rotation broken by a fight intermission and then just sitting on Rouse for 20+ seconds because I have to bahamut phase feels awful.
Mechanical Flow:
Change 1:
Stop blocking Aetherflow in Dreadwyrm Trance. Block me from using Fester, Bane, ED, and Painflare if you have to, I do not care. But blocking Aetherflow has created the dumbest possible rotation where you are required to waste the first Trance of a fight just so you can get the cooldown going. There is nothing fun about that.
Change 2:
Stop blocking Aetherflow in Dreadwyrm Trance.
Just in case you missed it the first time.
Right then. If you read all that, thank you for your time. I'd be interested in hearing additional thoughts and discussions.