Black Mage does a FANTASTIC job of evoking the 'fantasy' of a FF black mage, which is destroying things. While in most FF games black mages also handle offensive buffs and use elemental weaknesses, that 1:1 port doesn't matter as much as capturing what it would feel like to be a Black Mage. It and Red Mage are IMO the top two classes in capturing this 'job fantasy' and I would say Summoner is pretty low on that list, which is why there is a lot of bellyaching.
And existing Summoner is kinda a slap in the face to people who enjoy summons in FF games. Luckily, again, I think it is fairly easy to appease both camps, especially because mechanically SMN is quite well designed.
Summoner's main problem is that the visuals of the Job and the way abilities are 'sold' is, for lack of a better phrase, GOD AWFUL. An Egi's enkindle attack is less visually flashy than flipping SCHs Art of War, and when you activate it you don't really... do anything. Despite it being a nice OGCD and one of your capstones it just... kinda falls flat, and unlike some other capstones that are very 'potency based' they aren't doing anything so bonkers mechanically that carries the ability.
Mechanically I think SMN, again, secretly does a pretty good job of being a summoner despite the pet, mainly, again, in the way trance/demi rotations cause you to feel like your playing with a private limit break/summon gauge. That doesn't really need to be touched, though again I am not sure egis are long for this world.
The issue is that A: The Egi's visuals and combat animations are bad, and B: They are very seperate from your character, leading to you feeling like your just casting Ruin and poison spells while your summon does its own thing.
This is not a hard problem to fix. Again, just make Egi assault and Enkindle more visually linked to your character and make the Egi become more visually impressive when you cast it. People are asking for a SMN rework because they can spot the problem (Egis don't feel good or summonery) but are imagining it as a potency problem rather than a visuals/gamefeel issue.
In XIV 'selling' the attack matters more for the job fantasy in a lot of ways, part of why Bloodletter feels more 'impactful' than a rando dancer attack despite the fact the dancer attack being more potency is Bloodletter really lets you know through your character's actions and the animation its a big deal despite a bad potency. Part of why MNK feels so bad is that it depends mostly on basic attack GCD animations. A little TLC for SMN's animations without touching a single thing about its mechanics would probably do a lot to make everyone happy, SMN mains and Summoner lovers.


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