Hello, I wanted to make this post for a while, but scapped it a few times.
I do want to put out my opinions now, so I will try to make it brief (relatively).
I think that going from SB to SHB, Summoner has become considerably harder to play.
The first thing you would notice is a significant increase in CPM. An increase I don't mind as much, actually during leveling, it was very enjoyable, and it does spice up the gameplay at lower levels, but I do notice it draws attention away from the fight, with practice this shouldn't be as bad.
Secondly, we now have a lot more timers to track, that each can drift apart individually. The aetherflow system is separate from trances, so you need to look at cooldowns for both. We then have an increased importance of DoT management, a slight mistiming can cost you a "festerruin" later on. We also have to keep our eyes on egi-assaults, not just looking if it's available, but actually plan ahead with them so it doesn't cap out during demi-summons or downtime.
When considering your DoTs, the current tri-disaster reset combined with the new trance system makes it very inflexible, clunky and punishing. Trying to align your dots with raid buffs additionally forces you to cut down your DWT, reducing your mobility in the process.
Considering mobility: Phoenix is a bitch. Unlike 4.x bahamut, you can't lock his movement by using off-gcds as you move around, which can end up costing you Scarlet Flame procs. The increased potency loss for using Ruin 2 also makes the job less mobile (this last change I support).
As a conclusion: The new summoner has a lot of different systems that don't really work together, and sometimes actively fight each other. We need to plan around more and hit more buttons. Meanwhile we have reduced mobility and a reduced flexibility to deal with downtime and adds. All that can be overwhelming, not just for new players, but even experienced players from SB.
Finally, something already addressed in http://forum.square-enix.com/ffxiv/t...ck-at-level-80. The nature of Energy Drain and Energy Syphon requiring a target hurts your ability to deal with downtime, and together with the new trance system, nerfs SMN's ability to take advantage of AoE situations in an opportunistic way without sacrificing the rest of your cycle. This is different now, thus fights with downtime would be tighter on execution and rotations can start to deviate drastically depending on downtime, composition and kill time, where gains can be pretty marginal due to the tradeoffs and execution factors. This makes it harder to plan around fights, and is no doubt frustrating when things turn out slightly different and you lose a lot of potency.
Having covered the issues with difficulty. Here are the main things I want to see addressed with the current summoner:
- DoT and tri-disaster reset jank. Please consider desyncing the resets from the trance cycle, or changing the trance cycle to not be exactly 60s apart. Ideally make it so it is optimal to place a hardcast dots before phoenix, since those gcds aren't affected by ruination.
- Festerruins. They make SMN weak against new targets and can be a major source of frustration, they also cause weird rotation stuff where triple weaves, hard clipping and even waiting around doing nothing for a bit can end up optimal. (and they also completely gut your dps in situations where you have a lot of players, as your dots won't apply)
- Phoenix rigidity and lack of mobility. I don't really like summoning phoenix, firebird trance by itself (pre-80) felt more satisfying to use, with the opportunities to use egi-assaults in that window. It also fights against devotion. Heck, I barely even see phoenix since it's big, spawns behind you and gets culled off the screen a lot (where is the /phoenixsize small?).
- Bahamut feels weak now it no longer interacts with off-gcds.
I have several ideas on how the issues can be fixed, but those I'll leave for another time.
EDIT: I posted some suggestions later on, here a TL;DR of that post: