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  1. #1
    Player
    Spectrum's Avatar
    Join Date
    Apr 2012
    Location
    Ul'dah
    Posts
    12
    Character
    Aura Spectrum
    World
    Adamantoise
    Main Class
    Paladin Lv 90

    QoL Changes for Reworked SMN - An Opinion

    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?
    (5)
    Last edited by Spectrum; 04-17-2022 at 04:06 PM.

  2. #2
    Player
    EhvaTaco's Avatar
    Join Date
    Jun 2017
    Location
    Limsa Lominsa
    Posts
    45
    Character
    Ehva Tacora
    World
    Lich
    Main Class
    Summoner Lv 90
    I feel so-so about this.


    Your proposed change for this minimal damage decrease is either going to be absolutely pointless or lead to super, super niche cases where someone survives thanks to it. Personally, I'd rather just see Carbuncle (and Egis) just "attack" when a Ruin, Rite or Outburst spell is used. Creating the illusion of it doing more would the game feel better at least.

    Ruin IV isn't pointless, since it's instant and stronger than Ruin III and AOE. I think, this issue is rather related to Aetherflow being tacked on at this point. If Aetherflow was gained by summoning, being even stronger after entering a trance, I'd feel a lot smoother and integrated.

    I'm just gonna ignore what you said about PVP because it doesn't relate to PVE balance. That is an entirely different beast of balance.
    Crimson Cyclone is absolutely not too short. In fact, the range is longer than the dashes of the melee jobs. 25y compared to 20y that Spineshatter Dive and Hissatsu : Gyoten have, for example. It also matches the cast range of Ruin for consistency. Speaking of consistency, the ranged attacks of melee jobs have all the same range as their dashes.
    (0)

  3. #3
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,191
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Really, just make the attack animation for Ruin/II/III/IV come from Carbuncle. Let the character draw the arcane circles in the air if you want but make the actual attack animation be Carbuncle doing a forehead laser or something. Zero real changes and yet Carbuncle will then be perceived to be doing something.
    (1)

  4. #4
    Player
    Imoen's Avatar
    Join Date
    Jul 2011
    Posts
    542
    Character
    Imoen Orunitia
    World
    Zalera
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Spectrum View Post
    [LIST]Problem: Ruin IV is virtually pointless
    Not a fan of new SMN beyond visuals, but Ruin IV actually does have a purpose. SMN rarely has movement issues, especially now, but it's a pocket free move should you need it in an awkward situation. If not, you toss it before it expires. I'm sure that isn't the best use of it DPS wise but that seems to be it's reason for existing due to being able to slot it in almost anywhere and it's long timer.

    Don't have much else to add right now. I have lots of thoughts on this job, but I don't feel like talking about it will do anything.
    (0)
    Last edited by Imoen; 04-18-2022 at 02:33 AM.

  5. #5
    Player
    Spectrum's Avatar
    Join Date
    Apr 2012
    Location
    Ul'dah
    Posts
    12
    Character
    Aura Spectrum
    World
    Adamantoise
    Main Class
    Paladin Lv 90
    Quote Originally Posted by EhvaTaco View Post
    I feel so-so about this.

    Your proposed change for this minimal damage decrease is either going to be absolutely pointless
    True, it would be minor in most situations, but similar to Bard's songs, the minor buffs add up in Savage content and in long fights. Maybe Carbuncle can cast a buff based on the last Arcanum summoned when Carbuncle returns to the field, like Ruby Light, Topaz Light, Emerald Light from FF9. Damage +1%, Damage taken -3%, Cast/Recast times -1% respectively? I just wouldn't want SMN to become a fully support job more than a DPS and I have a feeling YoshiP isn't planning on knocking BLM off the top caster DPS spot. It just feels weird that SMN doesn't really have a niche, with BLM and RDM both doing more DPS and RDM having far more utility. It's a difficult dilemma I suppose.

    Quote Originally Posted by EhvaTaco View Post
    Ruin IV isn't pointless ... I think, this issue is rather related to Aetherflow
    I do like that Ruin IV is AoE now, and that it is instant cast for times when you are repositioning before Phoenix/Bahamut are ready and can't gap fill with Ruin III while moving. I guess I just don't like that it feels out of place because the proc comes from Energy Drain and Ruin IV is on GCD instead of oGCD. I miss old Ruin II because it allowed for so much more mobility for full crit builds. I wish we could cast Ruin IV more often. Bringing back the (chance of) proc system on pet actions (or I guess Astral Flow now) would be nice. I like your idea for Aetherflow, it definitely needs something to spruce it up.

    Quote Originally Posted by EhvaTaco View Post
    I'm just gonna ignore what you said about PVP
    Crimson Cyclone is absolutely not too short. In fact, the range is longer than the dashes of the melee jobs.
    I mentioned PvP version of Crimson Strike just because it is long ranged, which is what PvE version should be imo. Mainly because on top of being a caster and being relegated to being positioned on the outer edges of arenas for Savage content mechanics (unlike melee who get to stay at inner positions for uptime), we have a short window of time where we are allowed to use this high potency attack, so if we can't get into melee range within a reasonable time (choosing between delaying next summon to wait out mechanics to resolve so you can get into melee range or just moving onto next summon to keep DPS going while sitting in your spot for boss mechanics), it's actually a big DPS loss either way when Ifrit phase comes up during boss mechanics.

    I agree the range of Crimson Cyclone is nice, but other jobs dash abilities can be saved for later, which is my biggest concern with Ifrit dash. It is such a high potency ability that if you can't use it during the ~20 second window before your next summon, you lose out on a lot of DPS because you can't hold it for later to for when it's safe to use.
    (0)
    Last edited by Spectrum; 04-18-2022 at 03:37 AM.