I've played some more summoner and just wanted to add some more opinions / feelings.
Although with a tl;dr- I think so long as they keep emphasis and or increase emphasis on primal related content while making the job mechanically smoother and fun then it's good. Any change that lowers the emphasis of primals (without replacing it with another, even if the emphasis is purely visual) I think would be a not good change for summoner.
Some random maybe semi-reasonable and vague desires:
- Would like to see egi weaving become smoother where possible, and I'm sure there are many ways to do that including not even touching the egi system and doing stuff to other parts of the job- so I don't have a huge preference. One thought was that they have a minor cooldown but can be cast even during the cast of another spell. In this way you could be casting ruin and get off an egi assault, but you'd only do one (as cooldown would prevent you from triple lol). Cooldown can also act as a means for more damage on the egi attack and a literal stop on how much weaving you could be expected to accomplish lol. Just having goals that there is little (preferably no pause) / delay / stuttering, but I do like the idea of egi assaults
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- Summoning Titan egi gives the caster a shield (without delay, or at least very very short delay), this allows summoner to shield themselves with the titan theme on demand even when they're without egi assault. This effect can be on cooldown to prevent spamming (effect triggers once every 30 seconds or something, or whatever else to manage spam like egi costing mp to summon if you spam the summon in a short interval- also keeping in mind spam summoning would drop your dps too). I would suggest that perhaps the other egi also have some sort of bonus idea too, to encourage some cycling but this is not needed (could just be a special of titan egi). Now you can change Titan egi's secondary assault or just leave it similar, I was thinking it could be cool to have it be a shield built from your damage (while the buff is active). Like damage dealt while earthen shield is up turns into a shield on summoner (X% damage converted to a shield for Y seconds, refreshing of course on cast). It would be exciting, I think, if the effect looks a bit like cover (Paladin) and you give Titan-egi that shielded Hp. This would make it feel like Titan is taking the damage for you, a bit like how it felt before (rather than you're taking it yourself, which feels a bit less magey). This would allow Titan to "tank for you" like before but maintain the fact it doesn't really (there is no enmity or titan to heal, it'd be untargetable bar of hp that's covered you).
- All of egi's (specifically Ifrit's and some demi moves) attacks and spells cause them to lunge forward to connect their attack [if they need to]. A boss running around shouldn't be able to outrun ifrit unless that's part of the mechanic of the boss (being so fast you can't chase). Egi/Demi should initiate what they're told to do successfully asap, at any point and placement in the arena. One idea mentioned below was that if too far away the Egi will turn into a ruin like projectile of the color of their element and launch themselves at the target and explode out of that projectile with whatever skill you queued (for times when your target is like halfway or more across the room).
- Combine buttons that cannot be possibly used outside of each other and match in theme. Like some of the demi/enkindle of stuff doesn't really need to be separate. (cooldowns of combined abilities don't need to be shared, where important, but the slots themselves could take great advantage out of this).
- It's nice that the skill tells you that the egi will cast it, but I don't think that is a good reason not to show what the skill does on your tooltip. So it should say that egi casts it and then it should tell you what it does. "casts enkindle, does 800 potency". I feel it's unnecessarily hidden/tucked away information, I hope this can be adjusted so the skills don't feel like a secret you have to look up and memorize.
- Devotion can be "cast" by the egi but that the aoe is around yourself (like a cure III on white mage is cast by them but the aoe is around the target). Massive range (to prevent ifrit from running back to target you).
- Increase reliability and speed at which damage from egi assault is applied (less often/no casting egi assault to see the boss vanish the skill go on cooldown but no damage triggers).
- Aethertrail regenerate outside of combat. If both then over an interval of time (like mp), and if only one then perhaps instantly at the end of combat you regenerate up to one and only one.
- Physick has a moderate cooldown, maybe no cast time (depends on cooldown/potency/cost), scales with intelligence, and heals more than a vercure but cannot be used as often (at all). Still has a mana cost (maybe make it cost more too, such that using it too often, like Resurrection, will put you into negative mana upkeep). May also consider themeing it, so Titan has a shield and cure that totals more than Ifrit's strong cure (but the cure alone is lower), and Garuda has an aoe cure (obviously weaker in potency than ifrit or titan's but AoE means potentially stronger).
Experimental / disruptive / pipe dreams (many conflicts):
- Make Resurrection instant cast, remove swiftcast, and give Resurrection a cooldown of however long swift cast cooldown is perhaps +/- (still has mana cost).
- Keeping the job mechanically the same.. change the theme of all the spells to primal. Visually everything is primal related, and perhaps specifically relating to what you've got summoned. For example the visual / name and concept of bio / miasma changes to something else.
Random rework idea:
- Change bio and miasma to like spur and rouse sort of concept named spells that you cast on your egi, buffing them (no target spell, they're just cast). May have some play with the spur and rouse buff mechanic (replacing the dots) by having certain abilities remove certain buff's duration and other abilities increase it, making it a sort of black and white magic balance act to keep your egi full powered.. but this experimental idea is experimental so.. lol.. /shrug
- Ruin now triggers attacks for your egi (like painting the target), some damage can come from the painting of target but a lot of it will come from each egi's unique response to the attack. Ifrit will do strong single target attack, Garuda an AoE, and Titan can do less damage than Ifrit but adds a short shield on you (like Garuda tier damage but it's single target). Egi Assault animations might be used for this ruin attack, in that case new egi assault attacks might need to be added. If the ruin target is too far away for the egi to reach (attack) then the egi will turn into a ruin like sphere projectile and launch themselves at the ruin'd target and appear there (mostly for Ifrit and Titan).
- Outburst like the above but adjusted for AoE.
- Bane will name change and cause each egi to do something different in an aoe, ifrit will cause high damage in a very low radius, garuda moderate damage in a very large radius, and titan will moderately damage everything in a moderate radius and apply a light shield to allies based on each enemy hit (so large trash packs would be a large shield and a boss would basically be a very small shield).
- Fester and painflare may be changed to act as different types of baby enkindles or they can remain as is.
- Like Pheonix Bahamut will have new Ruin / Outburst.
- [So nearly everything is coming from egi, the structure if vaguely similar (though dots have been changed quite a bit), and ideally egi respond exceptionally reliably for this lol]
Experimental Continued:
- Even more pipe dream- move away from dots and scholar structure entirely and into everything primal related. Disconnect the two jobs, so that arcanist moves into scholar but summoner only uses arcanist as a quest requirement like paladin uses white mage. Making the job like a combination of dissida Yuna and FFXI summoner (no subjob).
- Look more into that Tempus idea Dyvid had, I imagine some really goofy (in a good way) could be put in that for future expansions. Alexander come down here and do something ridiculous lol.
Minor QoL:
- When you get too far away from your summon the summon should be dragged to you, whichever egi is active should be dragged around through instances and other content walls (doesn't unsummon). If possible, this is just a QoL but I'd like it - whichever egi is up is up at all times and is never unsummoned and is dragged to you.
- The icons for each egi being changed to represent who they are (rather than carbuncle, carbuncle, ifrit, which feels a bit funny that one has a proper icon and two don't lol).
Anyway, like the above tl;dr so long as they keep adding primal elements (I don't care for the arcanist side of things, but don't want people to feel like the job abandoned them either lol), and more points if it's grandiose primal elements, and the job gets tuned to be even more fun and smooth / that work in and pay off is fair then I think they're doing really well. Whatever that is. I've seen a lot of cool ideas in the thread too, and I'm aware some of what I said is basically some of that, but just having started leveling it up again those were some of my thoughts.