Hi everyone,
This is the first time I have posted here in a long time, but as a self-proclaimed Summoner-main since the launch of the job in FFXIV way back when, I've seen it go through a few iterations, and I can honestly say the thematic of the job has only become more and more exciting with each expansion, especially with the recent rework finally fulfilling the "Summoner" job fantasy.
However, with the current iteration of the job, the novelty of summoning primals quickly wore off and the reality of the general gameplay of the job finally set in. It feels quite bland, like there is something missing. Most jobs have a build up to their power spike/burst window (something Summoner used to have), based on their resource gauges. Currently there is very little build up on Summoner, because all of the resources are pretty flat/free. It feels underwhelming to play.
Here is a short list of things I think could slightly improve the satisfaction gained while playing the reworked Summoner job:
- Problem: Carbuncle doesn't do anything most of the time
Solution: Make it do something even if it's automated
Suggestion: Every time Carbuncle reappears after a summon leaves, let Carbuncle grant nearby party members a buff of 1~3% less damage taken for 5 seconds.
- Problem: Ruin IV is virtually pointless
Solution: Give it a niche role in the Summoner kit
Suggestion: Further Ruin moved from Energy Drain to Summon Bahamut/Phoenix and; Let Ruin IV apply a debuff to enemies, increasing all damage they take by 1~3% for 15 seconds
- Problem: Crimson Cyclone's dash is too restricted
Solution: Move Crimson Cyclone to be a separate ability
Suggestion: Put 2 uses of Crimson Cyclone costing 1 Aetherflow charge each--let its availability persist between summons--reduce potency from 430 to 100. Shift potency to Crimson Strike, increasing it from 430 to 660.
- Problem: Crimson Strike range is too short
Solution: Extend Crimson Strike's range to improve uptime during Ifrit phase
Suggestion: Use the PvP range of Crimson Strike for PvE
- Problem: There is no feeling of a build up to a burst window
Solution: Rework something to build up and to expend during 2min buff window
Suggestion: Rework Aetherflow, Energy Drain, and Fester;
Reset Energy Drain with each Arcanum summon, collect residual elemental Aether with Energy Drain, upgrade Fester to a new ability that increases in potency based on how many elements of Aether collected with Energy Drain. Can scale if more Arcanum are added in 7.0 too.
What do you all think? Any additional feedback on the reworked job?

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