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  1. #1
    Player
    SkellCross's Avatar
    Join Date
    Jan 2022
    Posts
    11
    Character
    Iyrngeim Blanskyltwyn
    World
    Tonberry
    Main Class
    Arcanist Lv 100

    Summoner Rework has left its lower levels in need of a visual and auditory overhaul

    Right now Summoner on the visual and "feel" front before getting Dreadwyrm Trance is incredibly dull. I know many people don't care for anything but actual raw stats of abilities, but feel and appearence are a very important and large part about why someone might or might not enjoy a job. I also know many don't care about anything but level cap, but these things matter for getting newer players to enjoy the experience and sticking with a job.

    Pre-rework <59 SMN you had lots of different visual effects, 3 spells per 3 egi, DoT's, tri-disaster DoT etc. It was "Visually Rich" and also audiably as each spell had a different sound.

    Now everything LOOKS the same. Each Egi only has one attack that only happens once per summoning, and then its nothing but ruins visually. It's not until level 72 that that various elemental Ruins change visually from normal Ruin III. The only relief you get until that level is Dreadwyrm trance that temporarily changes Ruin III into something cool.

    But poor Summoner? It's just the Ruin I effect then Ruin III. Over and over. Doesn't matter if there are 4 different Ruin's doing 4 different things, its the same VFX and SFX over and over and over and over and over, occasionally broken up by an egi doing its one singular attack

    Meanwhile Black Mage is flinging Ice and Fire and Lightning with regularity and Red Mage is all sorts of visual eye candy at their lower levels. They have visual and auditory variety. It makes them "cool" and enjoyable to play even when not factoring the actual effects of their abilities.

    To further highlight why visuals matter look at the poor backlash Scholar got leading up to Endwalker just cause its new attack wasn't super flashy and over the top, and yet once people actually got to play it they loved it.

    There are mechanical things I wish SMN had, I wish Carbuncle was our Auto Attack, and I wish the elemental ruins had effects that made them stand out more than just their potencies and cast times.

    But to me priority #1 is they need to fix Ruby, Topaz and Emerald Ruin (both I and III), make them look and sound different. Summoner players shouldn't have to wait until level 72 for their rotation to not be the same spell visually over and over for 90% of the time.
    (6)

  2. #2
    Player
    Jandor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    3,479
    Character
    Tal Young
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    It annoys me that at low levels the primal charged abilities just use the Ruin icon, at least add red/yellow/green tints to the damn thing.
    (1)

  3. #3
    Player
    Jin-'s Avatar
    Join Date
    Jan 2015
    Location
    Limsa
    Posts
    1,236
    Character
    Jin Wa
    World
    Odin
    Main Class
    Sage Lv 90
    Quote Originally Posted by Jandor View Post
    It annoys me that at low levels the primal charged abilities just use the Ruin icon, at least add red/yellow/green tints to the damn thing.
    Yep, the whole rework feels like rushed work without any planning how it plays and looks
    (2)