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  1. #1
    Player
    Sequora's Avatar
    Join Date
    May 2014
    Posts
    521
    Character
    Raveen Raines
    World
    Gilgamesh
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Dyvid View Post
    Man, did someone cast resurrection on Akiza because that's the level where these post have gone.

    So when are you guys going to lead the charge to get Black Mage and Red Mage changed so it feels more true to Final Fantasy? Last I check BLM doesn't just cast Fire, Ice, and a little thunder. Red Mage could be used as the group healer and deal DPS/Enfeebling magic when not healing. And let's not even start with Bard or Dancer.
    All this does is to reinforce the point. Black mage specifically is a perfectly designed job. Yes they cast more than fire, ice and thunder magic, but those are definitely the spells they’ve historically used the most. They’ve taken that history and made a very good job that people really like.

    Red mage is a little trickier, but they’ve also done a good job with them too. Red mage is obviously typically closer to a hybrid, but in ffxiv it needs to fit into one box. They do have a couple of “white magic” spells including a potent cure and raise, as well as a party buff. It’s also the reason I think they’re getting magick barrier.

    Wind, water, and earth magic are also more aligned with light than dark in this game.

    2.0 summoner was very far removed from what they were. To build a job off of poison spells just doesn’t fit. Regardless if 1 of the characters has it.

    SE has admitted in interviews that 2.0 SMN was rushed. They were rebuilding an entire game. The other jobs already existed with some kind of identity. My guess was that it was a little “homework copying”. They had to put together a job that summons things, and they saw how Blizzard made a class around it, and adapted it for this game. Thaumaturge had both poison and bio in 1.0. What perfect way to add them back into the game, than to put them on their DoT caster.
    (2)

  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 Sequora View Post
    2.0 summoner was very far removed from what they were. To build a job off of poison spells just doesn’t fit.
    It does if you realize the reason you're corrupting their Aether is because you're attempting to use the very tactics of primals against them. There's been plenty of terms for those afflicted by primal influence. An explicitly magical Poison/Curse isn't all that different from it. The Egi needed to take advantage of the damage being caused by those poisons to extract aether from your enemies, enabling you to call upon the Avatar spells. That's the mechanical flavor that was missing that connects Arcanist and Summoner together, reflecting what the actual lore states about their field of Arcanima.

    That's the thing you're missing. Summoner and Arcanist ARE why we play this job. You know, the poison carby programmer/scientist mage subtheme that's carried the job since its inception. And unlike most subthemes within XIV classes the magic we use from it is directly responsible in the job quests for enabling us to defeat and summon primals at all. The people who fell in love with the job wanted to see the marriage of those individual aspects, to see SE intentionally combine both identities in the mechanics since its inception. Because mechanically it had the pieces for Arcanist, but not Summoner in ARR, and now in Endwalker it's the exact opposite. You know how Astrologians got mad when Time Dilation and Celestial Opposition had their extension effects removed because it 'killed Time Mage' for them? The removal of DoTs is in that exact same vein. Lore wise I wanted Poisons to empower our Egi. And I sure as hell wanted Carby to be an active, persistent participant in the rotation way more than these one and done Avatars and fake spells. Sure, the 'big flashy primal' aesthetic of the Summoner job wasn't there until Stormblood, but I wanted that contained to the Demi-Summons. I think Bahamut was merely awful from a mechanical standpoint back then (still is now, but for reasons that aren't getting fixed in Endwalker), but aesthetically? Ya'll kept being hyperfixated on the Egi instead of asking "Where in Bahamut's name is my 7-pulses of Akh Morn spam!?". Even so, SE retained the Arcanist side through it and Shadowbringers, and ya'll couldn't see past "Egi aren't pretty enough" when we literally summoned grandad birb and got exactly what 7.0 summoner is but better. Tying Phoenix to a single moment actually made it cool and distinct, while still respecting the Egi part of the rotation. Now we'se seeing that aspect and much more being stripped away. SE is killing that moment and the important part of the Arcanist job entirely. I took the 5.0 iteration's quality in and ran with it because all the little details that needed to be ironed out with Egi were almost entirely fixed, and instead of taking the last step of adding charge action autos and making Egi all ranged to help fix player input priorities SE gave up and catered to players who didn't even play the goddamned job despite getting exactly what they wanted four years ago. If you think 7.0 Summoner is the bomb, current Summoner did that and could have done so much more! It was a complete job. As of Endwalker it's half of one again.
    (9)
    Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
    Are You Happy with the Endwalker Healer Reveal? - Poll: https://strawpoll.vote/polls/2e6mxhnx/vote - Thread: https://forum.square-enix.com/ffxiv/threads/443437-Poll-Are-You-Happy-with-the-Healer-Kit-Reveal-for-Endwalker

    Mechanics are Aesthetics. Graphics don't make interesting gameplay.