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  1. #1
    Player
    Renathras's Avatar
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    Dec 2014
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    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    I've played SMN since SB with various levels of effectiveness, and I like it now better than what it was. I think the issue is that it looks like they made it as a "base" or "foundation" at 90 so they can add to it, but that makes it feel like having a Job at 50 and not having the additions yet. Plus side means they're forward thinking and giving themselves a plan to grow it over time, but downside means it feels incomplete right now.

    ...but it was an absolute mess before. As someone else here said, it had lots of things that work individually, but were a total mess together. And that's also why the Devs said they really couldn't figure out how to expand on it without breaking it, since it was already held together with duct tape and happy thoughts; it was a fluke it was even playable in that form, honestly.

    Quote Originally Posted by SweetPete View Post
    I just don’t understand why we don’t have Shiva, Ramuh and Leviathan? This baffles me honestly. The current summoner we have feels very unfinished. It’s like they wanted to do more but ran out of time on the job and had to move to the next job to meet the deadlines.
    I COULD be wrong, but if I had to guess, it's as you say that they designed it this way specifically so they could add to it. I could see them giving us three more summons in 7.0, then in 8.0, we get a new Demi (possibly with 3 summons). So your rotation would be something like Bahamut, Titan/Ifrit/Garuda, Phoenix, Leviathan/Ramuh/Shiva, Alexander, Ravana/Bismark/Odin [Knights of the Round seems like it wouldn't be a Jolly Rancher gem summon, lol)

    And for people wondering how many ways they can employ those two buttons, I'm just thinking of the BLU Ravana spell (that little 4 hit cleave thing where you have Ravana's wings and strike with two swords)

    ...but this IS a total guess on my part. I just am looking at the design and seeing that being the most likely direction they'd go based on this foundation.

    .

    EDIT: Oh, almost forgot:

    To the OP: It's HIGHLY unlikely they'd revert it.

    1) It would be an admission they made a horrible mistake, which they PROBABLY don't want to do.

    2) It would have nothing from 81-90, which does matter, but they'd also be reverting the entire leveling process rework.

    3) It would wreak absolute havoc with current damage numbers and Job balance (who would play old SMN when it does slightly higher than MCH levels of damage like new SMN?), and require them to re-balance everything, but only for 8-16 months; lots of effort for little gain.

    4) A temporary reversion would mean people would have to learn this new-old SMN only for THAT to be ripped away from them when they change it again in 8-16 months.

    5) It would make people that like old SMN even madder when it's ripped away from them a SECOND time with 6.5 or 7.0 (whenever they converted it to whatever the new new thing would be)

    6) It would alienate all the people that like the new SMN, and it would only make the old SMN fans happy until the 6.5/7.0 rework.

    I'm just seeing a lot of downsides here and no real gain.
    (5)
    Last edited by Renathras; 07-13-2022 at 03:24 PM. Reason: Forgot the EDIT, marked

  2. #2
    Player
    fulminating's Avatar
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    Apr 2022
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    1,179
    Character
    Wind-up Everyone
    World
    Zodiark
    Main Class
    Arcanist Lv 52
    Quote Originally Posted by Renathras View Post
    words
    They could give us all the summons in the world and it would still be terrible for a variety of reasons. Particularly that the primals are too short for any meaningful unique gameplay while being too long to have a non-primal phase. This could be a byproduct of the equally asinine decision to have everything on a 2 minute cycle, but given these changes were made simultaneously that's entirely on them. If they did have a 3 demi rotation and extended time between demis from one minute to two, it could lead to somewhere interesting, but it could also be needlessly punishing in both normal content and unexpectedly short fights. Summoner is currently fundamentally broken which is especially impressive given how little there is there.


    1) What is FFXIV as we know it but an admission of a horrible mistake?

    2) Caster potencies remained largely unchanged if that's what you're referring to? Else you're saying that the issue is not the issue.

    3) see 2)

    4) This doesn't seem to be a point with any substance.

    5) Hopefully they'd have made something that has gameplay, specifically gameplay in keeping with the summoner we've had for the last decade so the change wouldn't be as bad.

    6) If they'd done it properly then it wouldn't be necessary.
    New summoner does scarcely better than mch damage, old summoner was an actual caster and did appropriate damage for such a role, ie upper half of the dps.
    (4)

  3. #3
    Player
    Renathras's Avatar
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    Dec 2014
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    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by fulminating View Post
    Summoner is currently fundamentally broken which is especially impressive given how little there is there.
    No, it's not. Saying "thing is broken" is not an argument. HOW is it broken? What SPECIFICALLY is broken? And note these have to be things that DON'T WORK, not preferences that you don't enjoy. "It's too simple" is not broken, that's just it not matching your preferences. WAR is simple, but not broken. BRD is simple, but not broken. MCH is simple and kind of broken because it has nothing to make up for its lack of utility and its lack of damage doesn't do so sufficiently...but even it's not REALLY broken, the community just doesn't value what it has as worth taking one over a DNC or BRD. Likewise, SMN isn't broken, either.

    1) What is FFXIV as we know it but an admission of a horrible mistake?
    No, that's ARR. FFXIV as a whole is not an admission of constant mistakes.

    2) Caster potencies remained largely unchanged if that's what you're referring to? Else you're saying that the issue is not the issue.
    Old SMN did high DPS, usually top 5, often top 3 if played well, and could out DPS a lot of BLM and some SAM players in the hands of a skilled master. Current SMN is not tuned to that, so if we got old SMN's rotation but balanced to do new SMN's damage (that is, if SMN's overall damage was unchanged), you'd be playing the hardest Job in the game but doing the functional damage of a MCH.

    3) see 2)
    See above.

    4) This doesn't seem to be a point with any substance.
    No, but that wasn't a rebuttal with any substance. The point has substance, you just have no counter to it.

    5) Hopefully they'd have made something that has gameplay, specifically gameplay in keeping with the summoner we've had for the last decade so the change wouldn't be as bad.
    And if they haven't?

    6) If they'd done it properly then it wouldn't be necessary.
    But that's not the world we live in, now is it?

    New summoner does scarcely better than mch damage, old summoner was an actual caster and did appropriate damage for such a role, ie upper half of the dps.
    Exactly. So pasting old SMN into new SMN's spot today would make it a worthless Job no one would use unless they ALSO reverted the damage and balanced its damage to be boosted. Keep in mind it has no 81-90 level abilities for OLD SMN, meaning it wouldn't be getting the potency boosts and higher burst finishers that everyone else has. Thus it would be doing less damage than RDM while being harder to play than BLM.



    Quote Originally Posted by tearagion View Post
    What part of SMN's direction is fine? Care to specify? All I see is a set in stone rotation of the ruin spam everyone apparently hated, with different colours every 15s. Please elucidate specifically what part of newSMN is a good direction to take the job, without diverging into fanciful imaginations about where it could go. I am sincerely curious about what an answer would be.
    Wait, what? If you're spamming Ruin, you're doing it wrong. You should only even cast Ruin MAYBE twice per minute, which is less than old SMN did. The variations while under Primal effects are not Ruin, don't cast like Ruin, and don't work like Ruin. Garuda's are instant casts with a reduced GCD. Titan's are instant cast with an oGCD to weave between them, and Ifrit's is a GCD cast longer than the GCD itself. NOT ONE OF THESE is like Ruin. And if you're going to say "That's just Ruin with a different flavor", then Miasma, Bio, and Egi Assault were "just Ruin with a different flavor", too.

    There are arguments to be made, but SMN is "fine" right now. It's not perfect (but no Job is) and it's not interesting to people that like doing things like managing a buffet of DoT timers and CD buttons. But that isn't what makes a Job "fine". It's "fine" because all the pieces work together (unlike old SMN), the combat flow is understandable and works, the things that are supposed to buff or alter or interact with other things do so as they're supposed to do, and the Job has a groundwork laid for future additions so it isn't designed into a corner.

    I get you don't like it. But you not liking a thing is not what defines whether or not it is fine.

    Quote Originally Posted by ZephyrMenodora View Post
    Or people like playing it. That it’s not complicated enough for likely a huge minority of players on the complaining (err dps) forums is irrelevant.
    We can also see this with things like the Lucky Bancho numbers and other surveys showing that the most played classes in each role are generally the easiest - WAR, WHM, and SMN. RDM is also frequently played (and also easy), and all three of the Ranged physical are similar to each other (because they're all relatively easy), and RPR, followed by SAM, are the most played Melee, which area also - you guessed it - the easiest of them.

    While the forums are often filled with VERY vocal masochistic complexity purists, the game as a whole isn't. And we have other Jobs for the people that like complex, clunk, and convolution anyway.
    (3)
    Last edited by Renathras; 07-15-2022 at 10:42 AM. Reason: EDIT for space

  4. #4
    Player
    tearagion's Avatar
    Join Date
    Nov 2020
    Posts
    254
    Character
    Tearagi Eruzure
    World
    Gilgamesh
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Renathras View Post
    Wait, what? If you're spamming Ruin, you're doing it wrong. You should only even cast Ruin MAYBE twice per minute, which is less than old SMN did. The variations while under Primal effects are not Ruin, don't cast like Ruin, and don't work like Ruin. Garuda's are instant casts with a reduced GCD. Titan's are instant cast with an oGCD to weave between them, and Ifrit's is a GCD cast longer than the GCD itself. NOT ONE OF THESE is like Ruin. And if you're going to say "That's just Ruin with a different flavor", then Miasma, Bio, and Egi Assault were "just Ruin with a different flavor", too.
    Oh word man, this GCD that is just flat damage with no preamble, setup, or consequence is totally not at all like this other GCD that is just flat damage with no preamble, setup, or consequence. Instant cast totally makes them more interesting. .3 seconds added to 2 of them per minute is totally different.

    Miasma, Bio, and Egi-Assault had plenty to separate them mechanically from spamming one button for 45 seconds, before swapping over to another TOTALLY UNIQUE AND FUN NOT-RUIN GCD for the next 15s.

    Quote Originally Posted by Renathras View Post
    It's "fine" because all the pieces work together
    Are you sure? How does Aetherflow work with anything now? How does Ruin 4 work with anything? How does Carbuncle really work with anything? How do Arcanum summons work with the Demi summons? Is Demis shitting out the gems being the only relation really fine?
    (9)

  5. #5
    Player
    fulminating's Avatar
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    Apr 2022
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    1,179
    Character
    Wind-up Everyone
    World
    Zodiark
    Main Class
    Arcanist Lv 52
    Quote Originally Posted by Renathras View Post
    [snip]
    The kit doesn't interact with itself, fester and energy drain are vestigal, ruin 3 is cast once per minute and has a dedicated button, physick remains and does not scale off int, the problems associated with having casts attached to a pet and the pet not being permanently out, the fact that you can set up an in-game macro and perform at an average level in the first extreme trial despite it breaking in the middle and having to be restarted because raises were needed.

    1) I said a horrible mistake, referring to 1.0. There have been other mistakes since, but none on that level. I would be sad to see the current devs make a misstep on that magnitude, and as such I'm concerned about the current direction of job design.

    2) It looks like old summoner was about 138+83pet pps and new is 235ish so they'd probably have to give it 10% increased int scaling or something until it's fixed. We already know the scaling isn't the same across jobs so there probably is some value they could adjust to do this.

    4) where?

    5) If they haven't it's clear that there is no point staying subscribed.

    6) Sadly not.

    You really believe that it has nothing to do with laziness? I would also like to point out that complexity and clunk are not the same - summoner is very clunky despite no longer being complex.
    (11)

  6. #6
    Player Deveryn's Avatar
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    Aug 2020
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    2,724
    Character
    Deveryn Ev'liarsh
    World
    Excalibur
    Main Class
    Summoner Lv 100
    "Lowest Effort" ... fascinating.
    (2)

  7. #7
    Player
    Kolsykol's Avatar
    Join Date
    Jul 2015
    Posts
    3,024
    Character
    Aelona Chillwind
    World
    Lich
    Main Class
    Ninja Lv 100
    Quote Originally Posted by fulminating View Post
    People who like the rework dislike that it doesn't go far enough - no leviathan, shiva nor ramuh -
    Do SMN rly need even more summons tho?
    I definitely think there is such a thing as too much, SMN already has five which is quite a lot ( six if you count Carbuncle ).
    I think the issue is moreso that the rotations in them aren't that engaging and I also think that they don't last long enough it feels like you're speedrunning the summons.
    I'd honestly rather have less summons but more engaging and longer lasting ones, or at least have some choice involved.

    Some summons could be AoE related, others Single-Target and others utility.
    Then again people hyperfocus on damage I think the risk is that the utility summon will become irrelevant.
    But still, I dunno about even more summons.

    I mean we enter territory here of favoritism I think, people are basically upset that their favorite Primal isn't a summon.
    I think that will always be the case tho but you'll end up with people requesting them.
    I don't think it's necessarily good for the Job tho especially not if one wants more engaging rotations, I think the amount of summons may even be one of the reason why it was simplified so much.
    When your hotbars change so much and so frequently I don't think they want to overwhelm people so they kept it simple.

    I'd like stuff like dots in Phoenix for example and maybe combo spells leading up to Akh Morn or something.
    Just take the existing summons and make them more interesting and imo at least make it feel less like you're speedrunning and rushing through summons.
    (3)

  8. #8
    Player
    Exodus-E's Avatar
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    Apr 2014
    Location
    Gridania
    Posts
    506
    Character
    Swygnebb Ahldhyltsyn
    World
    Ragnarok
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Kolsykol View Post
    Do SMN rly need even more summons tho?
    Certainly.

    And that's exactly what we were "promised" back when they announced the Egi glamour system, which would've allowed us to change the summons we currently had with the ones we were missing (even if it was "cosmetic").

    Just a shame they never expanded upon it since its original release...which (by the way) we're looooong overdue.
    Like SEVEN (EIGHT?) YEARS OVERDUE, in fact.
    (3)
    Forever waiting on *new* Egis/summons (e.g. Ramuh-Egi).

  9. #9
    Player
    Kolsykol's Avatar
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    Jul 2015
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    3,024
    Character
    Aelona Chillwind
    World
    Lich
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Exodus-E View Post
    Certainly.

    And that's exactly what we were "promised" back when they announced the Egi glamour system, which would've allowed us to change the summons we currently had with the ones we were missing (even if it was "cosmetic").

    Just a shame they never expanded upon it since its original release...which (by the way) we're looooong overdue.
    Like SEVEN (EIGHT?) YEARS OVERDUE, in fact.
    The Egi glamour was released like eight years ago.
    I don't think that's relevant to how SMN should play today.

    Glam is one thing but I was talking about gameplay.
    I don't think SMN really needs more Summons in their rotation I think it'd be too much, like I mentioned before I think SMN is already speedrunning them as it is.
    (2)

  10. #10
    Player
    Exodus-E's Avatar
    Join Date
    Apr 2014
    Location
    Gridania
    Posts
    506
    Character
    Swygnebb Ahldhyltsyn
    World
    Ragnarok
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Kolsykol View Post
    I don't think SMN really needs more Summons in their rotation I think it'd be too much
    Right, which is what I implied in my original post:
    That they should add more summon variety as "glamours" rather than new (separate) skills.
    These would still work the same as the ones we currently have (like say, a Leviathan-Egi/Sapphire Leviathan working like Ifrit-Egi/Ruby Ifrit).
    (0)
    Forever waiting on *new* Egis/summons (e.g. Ramuh-Egi).

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