SMN changes feel more like SE is laughing at us than anything
SMN changes feel more like SE is laughing at us than anything
Quite curious what they'll do for summoner in 5.1, obviously as others said (and they themselves lol) this 5.08 was more of a short term adjustment while the bigger changes come later (so here be the more minor, non-mechanical, part of the change). At least now I can attack something at low HP without feeling like a wet noodle without any sauce.
Probably shouldn't do this for all buffs but I thought a concept that might allow job's team buffs and still be fairly strictly balanced and not as tightly bound to "must have" lower DPS.
Sort of a concept I was thinking for the Dark Theme'd Healer Eldritch/Void Necro-like job but say for example they cast curse. Monster is inflicted with curse which increases incoming damage, up to 500 potency over Y seconds duration on an X second cooldown. As you can see it balances itself no matter 4 or 8 members as it's not % based and while it relies on allies to work well and expediently it also actually offers most of it's features back to you as well. So that has some added benefit that you might be able to get some of the skill value yourself, if the skill lasted 20 seconds in a normal party situation that curse gets eaten up in like 2.5 seconds but you're off on your own and after max duration you get up to 80% value. This is obviously not "full value" but it's a lot more potential value confirmed to yourself this way vs a normal party buff skill. And just for the sake of completing this fake skill I'd suggest that once the curse is consumed you get some sort of buff or job currency (like Dark Knight blood) to utilize for other things, in a dark healer's case this might be unlocking some oGCD heals or utility features.
While you'll lose some solo potential value (which is fine I suppose, support jobs and all) you could also have the concept applied to allied buffs too. Like Bard begins to sing a song in radius that increases everyone's damage up to X potency each. Simply adding a player cap to that would then make it under perfect control (so no difference between 4 or 8 man then), say it was like the two nearest allies are invigorated by your song gaining 50% bonus attack damage up to 600 potency for 30 seconds, when the buff is consumed add a notch to the bard's song
Changes the flavor of the skills a bit and probably some team buff like skills shouldn't follow it to keep that full team concept but I felt it might work really neatly and easily balance-able that way for some jobs. Allowing their team skills to not really encroach on their own personal DPS as much (as the first example they might find a way to consume most of that buff themselves given full duration, or they wouldn't be balanced around losing as much personal DPS as their team skill would have fixed upper limits like the bard example). Just adding a bit of consistency and expectation I think.
Last edited by Shougun; 08-30-2019 at 12:51 AM.
Did this help the amount of button pressing SMN has to go through?
That was one of the biggest complaints of SMN as far as I've read.
I could have sworn they said they was going to fix that issue in this patch. O_o
Last edited by Jybril; 08-30-2019 at 12:47 AM. Reason: Typo.
Idk if ppl realize but they said that these are temporary bandaid potency buffs to tide us over until October, where then SAM SMN and NIN would get substantial changes, NIN getting Ninjutsu system reworked, SAM getting Shoha reworked, and SMN getting their rotation simplified.
Man i was pissed off for a moment there.
The one day i decided to take a break they release housing! No pre-warning whatsoever. With that said, thankfully it is restricted to FC's only. I will be prepared for next time. :x
Helps a little I suppose when the monster is moments from dying and where you now can more confidently just go full ruin vs trying to manage some other mess (of course I'm talking when they're nearly dead lol, if they can consume the DoT then you'd want to still do that).
But yeah I agree that the most common issue I heard was it's a lot of stuff, I think 5.1 will focus more on that. They said for these in-between patches they do mostly potency adjustments, and in the major patches is where they like to do the mechanical changes. Probably in part because they're still exploring options and making sure the numbers work out for each said option.
Hopefully your server isn't so full as to make creating shell FC's to buy up all good plots worth it... (Shell FC being a FC created just for the purpose of meeting the requirement to buy a house, it's one of the ways players were able to own multiple houses on an account).
People say they are bored... Makes it active.
People say too much work... Want it less active.
Idk the logic of this forum.
Because pressing tons of button doesnt make it less boring...
I kinda like the current SMN though except the damage output... the QoL buff is nice but i actually expect a few pptency buff... then again buffing potency would probably make the current savage dps check a joke(which already is with monk,dragon and blm), so...
Can i expect something in 5.1?
People need to calm down. These are just preliminary changes. This is one of the reasons devs don't like to post stuff, because then all the other jobs start complaining, "What about [insert class here] that is still underpowered and is out DPS'd by [insert another class] and has no utility!!!"
Seriously, calm the eff down. More changes are incoming. Sheesh.
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