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  1. #1
    Player
    Vulcwen's Avatar
    Join Date
    Mar 2016
    Posts
    256
    Character
    Vulcwen Mhasi
    World
    Zodiark
    Main Class
    Summoner Lv 80

    5.0 SMN: Increasing the skill gap

    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:
    Quote Originally Posted by Vulcwen View Post
    1. Reduce timers to track and downtime issues by putting trances behind the aetherflow cycle again. Energy Drain -> Energy Syphon as alternating skills every 30s, where energy drain grants a buff that allows you to enter a trance.
    2. Reduce some pet clunk by making demis proc ww/sf right away again, reducing devotion's cooldown to 2m (at potential cost to the buff's potency) and normalize pet damage/potency to equal that of a player.
    3. Fix DoT issues by bringing back the back-to-back tri-disaster reset by moving it from FBT to Summon Bahamut at level 72.
    4. #deletefesterruins
    (12)
    Last edited by Vulcwen; 07-17-2019 at 01:00 AM.

  2. #2
    Player
    ShariusTC's Avatar
    Join Date
    Dec 2016
    Posts
    462
    Character
    Shadelia Sunshooter
    World
    Adamantoise
    Main Class
    Summoner Lv 100
    before fixing these major flaw, i hope they give us an option to lock bahamut and phoenix down in one place first, and only come to us whenever we use Heel

    i don't ask for gap closer for SMN but atleast give us this option, do innocent ex fight with SMN is such a pain, sometime i receive like 4 or 5 sword mechanic in the round, other time i get none, so i techniquely have to delay demi summon to see if i get sword or not, if i use demi summon and get sword to the face mean that summon is waste since both bahamut and phoenix just panic and spin around as i move to avoid that mechanic
    (5)
    Last edited by ShariusTC; 07-13-2019 at 06:46 AM.

  3. #3
    Player
    Taranok's Avatar
    Join Date
    Mar 2015
    Posts
    777
    Character
    Arilaya Syldove
    World
    Brynhildr
    Main Class
    Black Mage Lv 100
    There are only a few things I personally think need to be done to the class that can reasonably be done with the class to make it feel good immediately without a complete rework:
    • Reduce overall oGCD count, especially any of the 6 oGCDs on 30s timers, preferably by flat out removing energy drain, energy siphon, fester, and painflare, but keeping EA1 and 2. Consider merging Fester and Painflare with DWT so that DWT is a DPS increase like it has been in the past but without making DoTs ridiculous during this time.
    • Make ruination easier to work with, castable innately on Miasma or Bio, or seriously consider just deleting it because, at 75% uptime, the natural rotation places 20 of 90 seconds of that during a window when you flat out cannot maintain it, and it's a lot of DPS over the course of a fight that I'd rather just have innately and not have to fight to keep. If Ruination is kept, consider dropping the 70+ traits to be acquired when ruination is acquired, at 52 when you get tri-disaster, and make it such that this is when Miasma/Bio can be hardcast to give ruination.
    • Extend DoT times or reduce cooldown time of Trance to make it easier to flow and allow for minor amounts of clipping (3-6s) without screwing you out of 1-3 GCDs worth of +damage on ruin.
    • Merge Demi-Bahamut into DWT, increase DWT duration to 20s post 70; summoning DB separately worked really well in SB, it feels very weird in ShB.
    • Make it so demi summons will cast their Wyrmwaves and Scarlet Flames immediately instead of moving first. Movement shouldn't kill DPS because of bad pet AI.
    • Make devotion cast regardless of which pet is out, including demi-summons. Having demi-summons forcibly delay Devotion is bad design, and the rotation naturally has Devotion come off cooldown during demi-phoenix, when it cannot be used. Better yet, just fix devotion to not be cast by the pet.

    These aren't trivial changes, but the big thing to work on are fixing Summoner so that it has fewer things to keep track of, making DB not a stupid summon, and a couple quality of life changes here and there. Trances having awkward timing is okay. Not ideal, but okay. However, the way everything is awkward around trances also being awkward makes for a disjointed mess of a class that clashes heavily with itself, and the above should smooth it out until the devs can give SMN a major rework to make it the summoner that it's so close to being.
    (3)
    Last edited by Taranok; 07-13-2019 at 07:42 AM.

  4. #4
    Player
    Angry_Evil's Avatar
    Join Date
    Jul 2017
    Posts
    129
    Character
    Angry Evil
    World
    Cerberus
    Main Class
    Summoner Lv 80
    Quote Originally Posted by ShariusTC View Post
    before fixing these major flaw, i hope they give us an option to lock bahamut and phoenix down in one place first, and only come to us whenever we use Heel

    i don't ask for gap closer for SMN but atleast give us this option, do innocent ex fight with SMN is such a pain, sometime i receive like 4 or 5 sword mechanic in the round, other time i get none, so i techniquely have to delay demi summon to see if i get sword or not, if i use demi summon and get sword to the face mean that summon is waste since both bahamut and phoenix just panic and spin around as i move to avoid that mechanic
    You'd think 2 years is enough to fix a problem with moving demi summons... guess not
    Doubt they'll fix it ever
    (8)
    Last edited by Angry_Evil; 07-13-2019 at 07:57 AM.

  5. #5
    Player
    Kurando's Avatar
    Join Date
    Mar 2017
    Location
    Limsa Lominsa
    Posts
    2,192
    Character
    Leon Reddas
    World
    Masamune
    Main Class
    Scholar Lv 77
    Quote Originally Posted by Angry_Evil View Post
    You'd think 2 years is enough to fix a problem with moving demi summons... guess not
    Doubt they'll fix it ever
    Especially since some of the Demi actions have a range of 100y, you'd think they would take advantage of this...
    (3)

  6. #6
    Player
    ShariusTC's Avatar
    Join Date
    Dec 2016
    Posts
    462
    Character
    Shadelia Sunshooter
    World
    Adamantoise
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Angry_Evil View Post
    You'd think 2 years is enough to fix a problem with moving demi summons... guess not
    Doubt they'll fix it ever
    well, i think that easy to fix than changing a whole SMN rotation for now

    i can see they may separate the CD of DWT and FBT and change pot here and there, but pretty much we have to leave with this until next xpac to get other major overhaul for SMN
    (0)

  7. #7
    Player
    Angry_Evil's Avatar
    Join Date
    Jul 2017
    Posts
    129
    Character
    Angry Evil
    World
    Cerberus
    Main Class
    Summoner Lv 80
    Quote Originally Posted by ShariusTC View Post
    well, i think that easy to fix than changing a whole SMN rotation for now

    i can see they may separate the CD of DWT and FBT and change pot here and there, but pretty much we have to leave with this until next xpac to get other major overhaul for SMN
    I think not only it's not easy to fix but probably IMPOSSIBLE cause there's no other explanation to why it still not done. Noodle code.
    (0)

  8. #8
    Player
    ShariusTC's Avatar
    Join Date
    Dec 2016
    Posts
    462
    Character
    Shadelia Sunshooter
    World
    Adamantoise
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Angry_Evil View Post
    I think not only it's not easy to fix but probably IMPOSSIBLE cause there's no other explanation to why it still not done. Noodle code.
    you sure it impossible? or they don't wnt to fix it yet since they are focus on ShB at that point, now ShB is out of the way, time to to fix these small flaw then
    (0)

  9. #9
    Player
    Poppet's Avatar
    Join Date
    Aug 2018
    Posts
    45
    Character
    Kokoro Komori
    World
    Coeurl
    Main Class
    Warrior Lv 100
    It's harder to play now and has less mobility for no reward.

    Currently even BLM has more mobility while being more consistent to play. BLM's entire damage justification was that they had to drop casts to do mechanics so it had to be higher. But now "Not RDM" doesn't get that same privilege at all.

    Right now "Not RDM's" biggest problems are:

    • Egi Assaults cost too much to weave. At certain points level wise it's a dps loss to even use them. That's a problem. Even aoe at higher levels is a dps loss to clip Outbursts for Garuda skills.
    • Dreadwyrm Trance's Tri Disaster timing is flawed and can't be used right in practice without being able to be used on whim like SB's was. You don't ever gain your cooldown Tri and your Trance Tri, you will always lose part of one or drop your DoTs. This DOESN'T COMPLIMENT the new DoT requirement for your GCD at all. On top of just being awful in practice to do optimially.
    • Various other clunky issues. Energy Drain timings. Phoenix dropping Scarlets. Firebird Trance 9th gcd dropping. A few more I can't remember right now.
    (9)
    Last edited by Poppet; 07-13-2019 at 01:20 PM.

  10. #10
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    I seem to be the odd man out, but I honestly do not like the new SMN at all really. Arcanist was where I started back in ARR, and SMN was my go-to DPS for a long time, but now it just feels really messy. There's so much going on with SMN's kit and it doesn't have any real synergy with itself.

    You have your DoTs and Ruins doing one thing, your Egi's doing another, ED/ES rotation that now is completely disjointed from everything else in the kit, and your Trance cycles, which disable your ability to use several actions while your Demi Primals are out and about.

    Honestly, I kinda would love to see them start from scratch with SMN. I don't mean literally make every ability different, but pick a focal point of SMN and rebuild the job around that one concept--making everything work in harmony with that focus.
    (6)

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