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  1. #1
    Player
    Burningskull's Avatar
    Join Date
    Jun 2014
    Posts
    1,352
    Character
    Markov Dracul
    World
    Gilgamesh
    Main Class
    Dancer Lv 100
    Going to post this here. Had an idea while doing a lvl 50 alliance raid. By no means am I a developer of games so bare with me. Tried to rework SMN while still keeping some of what we already have.

    First the Ruin and DoT aspects.

    1. Ruin spells would change. Ruin would grant you Ruin II. Ruin II would have a 50% chance to turn Ruin into Ruin III, and Ruin III would grant Ruin IV.
    2. Bio and Miasma would work the same. I think when you get Bio II they should also upgrade Miasma into Miasma II.
    3. Keep Bane how it is.
    4. Make Fester and Painflare share a CD, maybe learned at the same time, and be on a 30s or 60s CD, but no longer need Aetherflow stacks. Maybe keep the 2 charge system.
    5. Outburst can be kept.
    6. Make Tri-Disaster work like BRDs Iron Jaws where it just resets both your DoTs and is on the GCD instead of having it's own CD.
    7. Energy Drain / Siphon removed.

    Now the Summons

    1 Egi Assault I and II removed. Enkindle, Enkindle Bahamut, and Enkindle Pheonix removed.
    2. Summon I now only summons Carbuncle for an oGCD attack.
    3. Summon II now only summons Ifrit, which now works like MCH's Queen pet for single target damage. It does it's own rotation, and at the end does a big attack that now grants Aetherflow. It has a CD that is shared with Summon IV.
    4. Summon III now only summons Titan for an oGCD attack.
    5. Summon IV now only summons Garuda, which now works like MCH's Queen pet for AoE damage. It does it's own rotation, and at the end does a big attack that now grants Aetherflow. It has a CD that is shared with Summon II.
    6. Dreadwyrm Trance merged with Summon Bahamut to become Bahamut Trance which takes 2 Aetherflow charges. Bahamut does his own rotation and ends with a big attack. While summoned your Ruin and Outburst spells change to new spells. At the end Dreadwyrm Trance becomes Pheonix Trance
    7. Pheonix Trance would work just like Bahamut Trance. It now takes 2 Aetherflow charges and Pheonix does it's own rotation ending with a big attack. Would still change your Ruin and Outburst spells to new spells. At the end it becomes Bahamut Trance again.

    I think this would allow for the Devs to Upgrade the summons into new summons, or add more Demi summons since they would work basically the same and just be new and flashy.
    (0)
    Last edited by Burningskull; 06-09-2021 at 12:03 PM.

  2. #2
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Fully agree.

    ...Now if only there were more threads starting from more or less brass-tack details by which to make Egis not objectively terrible instead of beginning from requests to burn SMN to the ground (or literally remove it as a job)...
    To be fair whenever I try to dump all the info needed to get people to that point while advocating that I actually -like- Summoner’s current lore, aesthetics, and rotational structure it tends to kill those threads. I’m assuming it’s because I ramble and get hostile at the same people who can’t take some time to look at why they’re not getting the SNES/PSX summoner mechanics and they just quietly shuffle off the forum till the next one comes along to echo the same complaints that have been there since ARR.

    I really should just make the damned topic already.
    (4)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,997
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Grimoire-M View Post
    I really should just make the damned topic already.
    Please do. You can count on at least one patient reader, even if some further explanation may be required here or there.
    (2)

  4. #4
    Player
    Semirhage's Avatar
    Join Date
    May 2015
    Posts
    1,704
    Character
    Nemene Damendar
    World
    Midgardsormr
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Grimoire-M View Post
    To be fair whenever I try to dump all the info needed to get people to that point while advocating that I actually -like- Summoner’s current lore, aesthetics, and rotational structure it tends to kill those threads. I’m assuming it’s because I ramble and get hostile at the same people who can’t take some time to look at why they’re not getting the SNES/PSX summoner mechanics and they just quietly shuffle off the forum till the next one comes along to echo the same complaints that have been there since ARR.

    I really should just make the damned topic already.
    Whatever it is it can't be any more confusing or infuriating than those weird general discussion threads demanding that summoners be 10x more powerful than all the other jobs because summoning is "stronger in lore" or whatever. I remember those.
    (4)

  5. #5
    Player
    ChazNatlo's Avatar
    Join Date
    Dec 2013
    Location
    Limsa Lominsa
    Posts
    510
    Character
    Mirasa Thume
    World
    Hyperion
    Main Class
    Arcanist Lv 85
    Quote Originally Posted by ItMe View Post
    No, I think we have the same stance here.
    /fistbump?
    Sure. /Fistbump.

    Unrelated:

    Honestly, my completely unreasonable answer to the Egi problem is to integrate it further into the Summoner's kit and system.

    Take their "Egis cannot be hurt, and functionally don't exist on the map" thing a step further and eliminate them entirely as their own entity. Add them to the Summoner's skeleton and animations, hovering over our shoulder (Or down by our heel, for Carbuncle) while we do things. When we use an Egi assault, they do their animation as part of the Summoner's animation, with Ifrit and Titan dashing out and retreating back to our shoulder as part of the attack animation (or just teleporting, since that would limit animation lock.)

    Their autos can become our autos (Though this would require either giving Titan and Ifrit range, or the Summoner entering melee range to get the most out of them, so I can see the problem here) or whatever to make up for the loss of DPS that would otherwise occur.

    I say it is unreasonable because fusing the animations together like this would be like making animations for a whole new class (I think, I'm not an animator), so it's a bit much to expect from them.

    Edit: I'd also be interested in seeing them replace the job actions with more Egi actions, so the egi is even more significant to our combat style, even if it's just a cosmetic change, but I'm probably being greedy.
    (1)
    Last edited by ChazNatlo; 06-11-2021 at 06:34 AM.

  6. #6
    Player
    Beddict's Avatar
    Join Date
    Jun 2017
    Location
    Gridania
    Posts
    274
    Character
    Titania Chevalier
    World
    Siren
    Main Class
    Bard Lv 100
    Quote Originally Posted by ChazNatlo View Post
    Their autos can become our autos (Though this would require either giving Titan and Ifrit range, or the Summoner entering melee range to get the most out of them, so I can see the problem here) or whatever to make up for the loss of DPS that would otherwise occur.
    The thought of Titan-Egi just lobbing boulders at people from a distance while squeaking "BOW DOWN, OVERDWELLER" in the SMN's ear is the reason why this should be a thing tbh. Just steal one of the three stones from WHM's Stone I, shrink it down to a more appropriate size, and make it glow yellow. Congrats, flying glowing boulders. For Ifrit-Egi, steal Sonic Boom off of BLU, shrink it down to an appropriate size, and make it glow red rather than purple. Now it's like...flying claw attacks at the enemy. It's hella cheap to reuse animations like that between Jobs but I don't think most people would notice immediately, and even then who cares, SE reuses animations all the time. Look at how they removed fancy stuff like Shadowskin and gave DRK Rampart instead, or removing Leeches to give SCH Esuna. Borrow stuff from WHM and BLU, tweak the animation to make it more appropriate, and most people won't notice unless they look super closely.
    (1)

  7. #7
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by ChazNatlo View Post
    Take their "Egis cannot be hurt, and functionally don't exist on the map" thing a step further and eliminate them entirely as their own entity. Add them to the Summoner's skeleton and animations, hovering over our shoulder (Or down by our heel, for Carbuncle) while we do things. When we use an Egi assault, they do their animation as part of the Summoner's animation, with Ifrit and Titan dashing out and retreating back to our shoulder as part of the attack animation (or just teleporting, since that would limit animation lock.)

    Their autos can become our autos (Though this would require either giving Titan and Ifrit range, or the Summoner entering melee range to get the most out of them, so I can see the problem here) or whatever to make up for the loss of DPS that would otherwise occur.
    So it would kinda be like a Stand?
    I can get behind that~
    If more of our attacks felt like they were coming from our egi they wouldn't feel so out of place to me.
    This is a neat idea.

    Though... do SMN have ranged auto attacks?
    (0)

  8. #8
    Player
    Warlyx's Avatar
    Join Date
    May 2011
    Posts
    3,065
    Character
    Warlyx Arada
    World
    Moogle
    Main Class
    White Mage Lv 90
    Quote Originally Posted by ChazNatlo View Post
    Take their "Egis cannot be hurt, and functionally don't exist on the map" thing a step further and eliminate them entirely as their own entity. Add them to the Summoner's skeleton and animations, hovering over our shoulder (Or down by our heel, for Carbuncle) while we do things. When we use an Egi assault, they do their animation as part of the Summoner's animation, with Ifrit and Titan dashing out and retreating back to our shoulder as part of the attack animation (or just teleporting, since that would limit animation lock.)


    I say it is unreasonable because fusing the animations together like this would be like making animations for a whole new class (I think, I'm not an animator), so it's a bit much to expect from them.

    u guys didnt noticed one BIG THING:

    thats HOW REAPER IS GOING TO WORK






    hell look at this , SE can combine both player and "pet" as one animation






    im fairly sure SE can create spells that instead of being a big explosion (see fire IV ) u see ifrit casting a nuke on the enemy then dissapear


    but thats what SE or players want for SMN?

    that pets are now invisibly entities for the mobs is something that still feels wrong to me after all this time.
    (3)
    Last edited by Warlyx; 06-11-2021 at 04:01 PM.

  9. #9
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,578
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Warlyx View Post
    u guys didnt noticed one BIG THING:

    thats HOW REAPER IS GOING TO WORK






    hell look at this , SE can combine both player and "pet" as one animation






    im fairly sure SE can create spells that instead of being a big explosion (see fire IV ) u see ifrit casting a nuke on the enemy then dissapear


    but thats what SE or players want for SMN?

    that pets are now invisibly entities for the mobs is something that still feels wrong to me after all this time.
    It does feel wrong... however there's nothing it can be done for SMN to be the "classic MMORPG pet class" unless they somehow improve their combat code.

    With Reaper working this way, I wouldn't be surprised if SMN's pets got the same treatment, like you or the poster that you quoted suggested. With the things as they are now, honestly that's the only way I can see SMN moving forward.
    (1)

  10. #10
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,997
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Warlyx View Post
    but thats what SE or players want for SMN?

    that pets are now invisibly entities for the mobs is something that still feels wrong to me after all this time.
    Personally, making pets even less like pets to be more responsive would be at best a lesser evil.

    Right now we have the worst of both worlds, though: our pets are barely pets and they're just about as unresponsive as before.

    While there are doubtless some hard limits there, it doesn't seem like we even hit that wall before choosing to gut ACN/SMN pets.

    Personally, if we're going to get the Reaper treatment, there at least needs to be some illusion of the egi as a separate and persistent entity, even if one phasing in and out of full manifestation. Heck, it could even be a globe of light most of the time, so long as it isn't clearly fixed to our character's facing and positioning or (by whatever reason) feel like it's just an attachment to our character model. Heck, just imagine how bad that's going to look on these Reaper animations if one turns their character, mid-animation, unless we finally get dynamic animations on the Voidsent itself (such that it continues to face the enemy from our position, rather than merely matching our character facing).

    (Of course, dynamic animations like that would be a huge boon regardless; just imagine if Heavy Shot, for instance, finally aimed at its target instead of just wherever the Archer/Bard is facing to then fire at whatever angle out of the bow.)
    (1)
    Last edited by Shurrikhan; 06-12-2021 at 09:59 AM. Reason: typos

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