I didn't play SMN during ShB even though I was a main SMN since late HW. The current iteration of the class is amazing for me and really fun to use.

I didn't play SMN during ShB even though I was a main SMN since late HW. The current iteration of the class is amazing for me and really fun to use.


It's clear many are very likely in the honeymoon period and or are going to switch to their old jobs, the people that claim this is an OK job to ship.
Leaving old Summoner aside,
how can you tell people that you enjoy something that is clearly not finished? Spamming one button, claiming it's some kind of revolutionary gameplay and enjoyable while the healers provide nearly the same gameplay with the addition of doing more than playing a job that has slowed down a lot despite the instant-casts.
The oh-so-grandiose Summons are now pale shades, underwhelming and just not fun to use. I say "oh-so-grandioise" because that's how people describe them in past FF's. Yet with the current iteration, it's not even close to that. I feel nothing from them, I don't even notice their presence barring my buttons changing. It makes no sense at all.
This is seriously horribly designed and shouldn't have shipped as it is, there is nothing to do and the job shouldn't feel like it's a level 60 job while most of us are probably doing Endwalker content, so in the 80~90 bracket. Jobs shouldn't feel twenty levels behind what they actually are.
Hell, I'd say the changes make me feel less of a Summoner because of the fact my Summons barely do anything! And now we're the actual oh so joked about Ruin 3 mage. Is this really what you wanted? To become the meme?
I want people to come back an re-evaluate the state of how you enjoy Summoner post the initial "OH GOD HOW SHINY" period and then speak how they feel. But as someone who is interested in class design in general, this shouldn't have shipped.
Old summoner for a bit;
I've been playing this class since 2.4, basically since when I joined. I've dealt with Stormblood's horrible design and even then I spoke about it that we had to go through hoops to even manage to push out the fraction of the potential Bahamut could offer due to how it was coded. It wasn't fun but it felt like I was playing something! I just gritted my teeth and bore with it hoping that the next expansion would be better, which it was. However, a key note to take from what I just said is; I felt like I was playing something.
New Summoner just doesn't have that, there's just... nothing.




It's stupidly overpowered. Ran Castrum Albania synced to 70 with a good DNC and we killed things faster than they've ever been killed in that dungeon. If the trade off of complexity was being a more mobile BLM in terms of DPS output, I'll take it.
Unsurprised. Shb made it obvious that FFXIV was slowly turning into a videogame for people that are bad at videogames and EW just continues that trend.Like more than half of the opener, the busiest part of your rotation, is just pressing 1 (ruin). The job practically plays itself, with virtually zero room for optimization. There is virtually no fail state either. It's also basically a one-hotbar job.
I sincerely hope Square Enix does not think this is the way to go for all future jobs. This is embarrassingly unacceptable even from a casual perspective.
I wouldn't be surprised if further down the line Ultimates get AoE markers and Echo buff due to casual players feeling entitled to have things handed to them.





It's as if this is a casual MMO or something! Also, complexity =/= fun more often than you may realize. If people really wanted complex job design, they would be giving us complex job design.

It's not that the game is turning easy but rather Square Enix are pushing the complexity to optional content and increasing the accessibility of the mandatory content like your rotation and things. IMO anywayUnsurprised. Shb made it obvious that FFXIV was slowly turning into a videogame for people that are bad at videogames and EW just continues that trend.
I wouldn't be surprised if further down the line Ultimates get AoE markers and Echo buff due to casual players feeling entitled to have things handed to them.
I don't really have a problem with this I think. I think I have more of a problem with lack of diversity, especially amongst tanks for example or healers, but the lack of complexity I don't mind. You can make up for that with encounter design imo.
The problem is that many people enjoy execution complexity and mastering a job. Once you learn a fight's mechanics (or if you're going through easier content like roulettes) the only thing left is trying to squeeze more output from your rotation.
1. This job feels very straightforward now, like there is no execution error or little optimization to be had.
2. There are a lot of oddly dead buttons that stay on your hotbar. Why for example do the summon Direct/AoE nukes need their own transforming buttons on top of ruin and tri-disaster? While this is a very slim cast bar, it also vexes me in how you can't put the "important buttons" in the "important places. In MMOs with stances, you typically swap out hotbars, which would be perfect.
3. The animations and effects feel so epic, and every class should be designed to have this visual impact!
4. I wouldn't want to main 6.0 SMN, as I feel like it would be very boring to farm raids with.

Or I dunno just play another game. The entire player base isn't chasing 100s.
Log in perform average collect your loot come back when you have more to do. Seems pretty straightforward and something even Yoshi said was perfectly fine.
There's a ton of straightforward jobs. The entire prang is basically ez pz. Rdm and Blm are pretty chill now. Reaper is pretty chill. Pretty much all the tanks are chillaxation.
Summoner was basically an outliers with it being overly complex. New summoner is about on par with all the other others now. You might argue a few complex jobs are still out but those appear to be getting tuned down over time.





SMN wasn't "overly complex".Or I dunno just play another game. The entire player base isn't chasing 100s.
Log in perform average collect your loot come back when you have more to do. Seems pretty straightforward and something even Yoshi said was perfectly fine.
There's a ton of straightforward jobs. The entire prang is basically ez pz. Rdm and Blm are pretty chill now. Reaper is pretty chill. Pretty much all the tanks are chillaxation.
Summoner was basically an outliers with it being overly complex. New summoner is about on par with all the other others now. You might argue a few complex jobs are still out but those appear to be getting tuned down over time.
The game just obfuscated the intent of its mechanics up until level 80.
It was about timer alignment, keeping your dots up, making sure you didn't overcap or otherwise waste resources, and trying to ensure you managed those resources well enough to be able to go into bahamut phase with 4 stacks of ruin 4.
You could break it down into 3 distinct phases. Resource management, DWT+baha, and phoenix. Relaxed casting to make sure all your ducks are in a row, the payoff for planning well, and a mechanical twist that is simple, relaxing, and novel at the same time.
Any other nuances were from coding issues that STILL PLAGUE the job in 6.0, and are made even worse by the new and profound lack of control we have over our "summons"
~sigh~
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