Page 7 of 8 FirstFirst ... 5 6 7 8 LastLast
Results 61 to 70 of 82

Hybrid View

  1. #1
    Player
    aveyond-dreams's Avatar
    Join Date
    Sep 2021
    Posts
    2,305
    Character
    Fenris Pendragon
    World
    Spriggan
    Main Class
    White Mage Lv 80
    Quote Originally Posted by fulminating View Post
    I think I disagree about the rotation having a flow to it - it's kind of hard to articulate, but as they are the summons get in the way of building momentum for the mandated 2m burst. I suppose one way of looking at it is summoner always feels like it's in a burst phase, but without the depth to back it up. This seems to be a fundamental issue with how summoner is currently designed - central enough that the job would need re-rebuilt from the ground up to sufficiently address. The addition of more summons, while perhaps aesthetically nice, could not help unless they add a mechanic of each primal affecting the next. This wouldn't really solve the problem with the demis or complete lack of anything to manage either though. The gauge doesn't show anything worthwhile on - it's more a countdown for the number of remaining casts than anything else, and with energy drain pretty much being a part of the demis, that's merely an afterthought now too. Even warrior with its eternally simplifying fell cleave gauge has the infuriate recast reduction to account for.

    Generally the rotation is not quite the same as paladin, which despite its very flat damage curve, manages to have enough depth in both might and magic phases to largely carry the gameplay or samurai* where midare setsugekka doesn't wear out its welcome despite the frequency of casts across its rotation. There's nothing quite like summoner's, which tragically is not a compliment in this case.

    I sincerely believe there hasn't been something this badly concieved in the game since 1.0.
    Except there was, and that was Shb SMN. I'm sorry that this sort of gameplay loop doesn't appeal to you, but it is both thematically more on point and what people want is more additions that make sense in the context of the job we have now. Add an Elder Primal gauge to that builds up as we do things. Add 1-off primals that do their attack/effect and leave. Add new gems with new twists on their Astral Flow and cast timers to their rite spells. Logical solutions.

    Not reversions.
    (4)
    Авейонд-сны


  2. #2
    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 Deveryn View Post
    This ^

    I play SMN quite a bit and often see others queue up for roulettes... SAM as well. It really is a niche group of people that are just grumpy and inflexible.
    I think both yes and no.

    I do think people on this forum exaggerate to rather absurd levels and are just generally addicted to outrage and tbh I actually think a lot of them actually think it's fun to be upset.
    I do get the sense that people just enjoy being upset about things it's like they get a kick out of it and they turn to hyperbole and you can see it whenever people read a billion things into every word Yoshi-P says that he didn't say.
    But people will take something harmless he said and spin it into whatever the fotm issue they're mad about is and twist it to be something spiteful as if Yoshi-P and the devs hate us or something it's just ridiculous...
    People do this outside of FFXIV too.

    I do think there is truth tho to the notion that most people think SMN is lacking and a bit boring and repetitive.
    But most people I don't think have these overwhelmingly extreme negative thoughts about it to the point of absurdity.
    It's the same with the Kaiten situation too, I don't think most people genuinely believe that it '' ruined SAM ''.
    That's a very extreme take.
    I think most SAM players are still playing it and having fun even if they're unhappy about it.

    I do think it might be true that a majority of people don't feel that SMN is where it should be.
    But I don't believe that the most extreme takes you see on this forum represent that majority.
    (4)

  3. #3
    Player
    remiff's Avatar
    Join Date
    Jul 2016
    Posts
    808
    Character
    Caius Megaflare
    World
    Ragnarok
    Main Class
    Summoner Lv 100
    They have never done, and will never do a full revert of a job.

    You have to get used to the idea the endwalker summoner is and will remain brain dead,

    not enough spells, zero management, an etherflow system that doesn't match with the new gameplay,
    I think the concept as a whole is interesting, but the summoner is as incomplete as a level 60 job, and some choices about how spells work are extremely bad,
    honestly, they should add a resource management system, I don't think dots revert are a solution, even if I regret their losses a little.

    They should seriously work on it for 7.0 and fix its biggest flaws, and this absolutely useless carbuncle is heresy.

    Adjustments they could easily make for 7.0.

    -Split pheonix/bahamut on a different button
    and let the players choose the summon they want depending on the situation,
    Bahamut Very High DPS/High risk with 1.5s cast return, Pheonix Medium DPS/ High mobility/Healing/1 free rez spells ''delete the regular ressurection''.
    Similar to the pvp system for the player choice + add Megaflare to Demi-Bahamut
    -Split Crimson cyclone in a diffèrent Button into a II stack maximum spell + 1 permanent stack when ifrit is summoned,
    Give two stacks of crimson strike when ifrit is summoned, and make it a range spell like the pvp system.
    '' the other ifrit spells keep a consistent cast.''
    - Garuda '' no change ''
    - Titan'' no change ''
    - Ruin IV Max II stack no timelimit guaranteed after using a crimson cyclone ''risk taking = reward''
    make ruin iv more powerful.
    - Put a new resource management system and rework and rename Fester, delete energy siphon/drain.
    '' Carbuncle accumulate ether for the summoner and gives it 1 stack every 15s, max IV,
    Use painflare consume I stack, Use the new Fester '' rename/rework'' consume II stack,
    when the 4 stacks are consumed unlocks 1 extremely powerful spell 'elemental surge'.
    (2)
    Last edited by remiff; 07-15-2022 at 05:16 AM.

  4. #4
    Player
    aveyond-dreams's Avatar
    Join Date
    Sep 2021
    Posts
    2,305
    Character
    Fenris Pendragon
    World
    Spriggan
    Main Class
    White Mage Lv 80
    Quote Originally Posted by remiff View Post
    Adjustments they could easily make for 7.0.

    -Split pheonix/bahamut on a different button
    and let the players choose the summon they want depending on the situation,
    Bahamut Very High DPS/High risk with 1.5s cast return, Pheonix Medium DPS/ High mobility/Healing/1 free rez spells ''delete the regular ressurection''.
    Similar to the pvp system for the player choice + add Megaflare to Demi-Bahamut
    -Split Crimson cyclone in a diffèrent Button into a II stack maximum spell + 1 permanent stack when ifrit is summoned,
    Give two stacks of crimson strike when ifrit is summoned, and make it a range spell like the pvp system.
    '' the other ifrit spells keep a consistent cast.''
    - Garuda '' no change ''
    - Titan'' no change ''
    - Ruin IV Max II stack no timelimit guaranteed after using a crimson cyclone ''risk taking = reward''
    make ruin iv more powerful.
    - Put a new resource management system and rework and rename Fester, delete energy siphon/drain.
    '' Carbuncle accumulate ether for the summoner and gives it 1 stack every 15s, max IV,
    Use painflare consume I stack, Use the new Fester '' rename/rework'' consume II stack,
    when the 4 stacks are consumed unlocks 1 extremely powerful spell 'elemental surge'.
    These are all good solutions, especially the proposed handling of Phoenix and Bahamut.
    (1)
    Авейонд-сны


  5. #5
    Player
    fulminating's Avatar
    Join Date
    Apr 2022
    Posts
    1,181
    Character
    Wind-up Everyone
    World
    Zodiark
    Main Class
    Arcanist Lv 52
    Even if it did 1,000,000 dps and had every primal as a summon it would not address the fundamental issue with the job. Specifically that there's nothing there. Even stormblood machinist had gameplay, endwalker summoner is just barren beneath the animations.
    (6)

  6. #6
    Player
    JisKing98's Avatar
    Join Date
    Nov 2015
    Location
    Ul-Dah
    Posts
    354
    Character
    Yasuo Theunforgiven
    World
    Faerie
    Main Class
    Ninja Lv 80
    Welp guess im of the few that like it now. No more identity crisis now.
    (2)

  7. #7
    Player
    Dahlinea's Avatar
    Join Date
    Jun 2015
    Posts
    142
    Character
    Dahlinea Thriss
    World
    Behemoth
    Main Class
    Black Mage Lv 100
    Best option the devs can take in 7.0 is delete SMN as normal job, recreate it as a limited job and add all the summons and their "unique" skills in all kinds and variations possible to please those that want more summons. Then replace normal job SMN spot with a totally new caster.
    (0)
    Last edited by Dahlinea; 07-15-2022 at 12:22 PM.

  8. #8
    Player
    Manamaru's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    128
    Character
    Manamaru Singen
    World
    Siren
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Dahlinea View Post
    Best option the devs can take in 7.0 is delete SMN as normal job, recreate it as a limited job and add all the summons and their "unique" skills in all kinds and variations possible to please those that want more summons. Then replace normal job SMN spot with a totally new caster.
    What you're thinking of is a different class entirely, like Beast Master, and the ability to "summon" the beasts and have their abilities be incorporated ontop of being a limited job to join BLU in order for it to reach peak potential. Would also revitalize the pet mechanic in there as well. Would we ever get something like that? Maybe 8 years from now.

    No, the SMN we have today is the one that Squenix intended and wanted to include, as well as kill the pet mechanic on it to bring the "Summon monster to do 1 big attack and then tell the SMN they need to go buy milk and disappears for a while" as some have argued wanting of it being "asthetic to Final Fantasy". I would actually be in favor if they just split the Arcanist/Scholar jobs entirely, made them independent, and made SMN carry a sack of stones to summon, since that seems to be where the idea and aesthetic is headed. With that in mind, including Shiva, Leviathan, and Ramuh won't just be enough. More will need to be included and added as options into the rotation. Leviathan, Shiva, and Ramuh phases will be a good inclusion into either bahamut or phoenix phase, but they should be included sooner and give SMN players leveling from 26-90 something to look forward to.
    (1)

  9. #9
    Player
    Ibbers's Avatar
    Join Date
    Jun 2022
    Posts
    12
    Character
    Ibelin Reniese
    World
    Adamantoise
    Main Class
    Astrologian Lv 90
    I don’t understand what people mean when they said old SMN was a mess or that it had individual parts that didn’t work together. That’s current SMN. Aetherflow and Fester don’t interact with anything. Your Primal phases have no impact on your demi phases. Your raid buff isn’t tied to any other job system anymore (RIP Carbuncle). Everything with current SMN feels like a disjointed, silo’d system.

    ShB SMN had many systems that worked with each other. Your stack management during filler affected your Bahamut phase. You conveniently needed 2 ruin stacks to enkindle Bahamut and 2 stacks to finish Bahamut phase without Swiftcast for a total of 4. Oh will you look at that, you can stack up to 4 further ruins, the exact number you need. DWT gives you the weave windows needed to summon Bahamut as well as get pet CDs out of the way. Phoenix needs a stack to weave the summon, but it doesn’t spend stacks itself so it doesn’t need DWT. Don’t need to move? Short cooldown Aetherflow and Fester still had a purpose by burning your stacks anyway. The CD of trances and DWT working the way it did made trance rushing optimal for most encounters, but you could still hold Phoenix for 10s if needed while new SMN is forced to demi almost on cooldown due to the poor implementation of the gem system, leading to jank like doing filler inside raid buffs in P2S. And so on.

    Old SMN was unintuitive, sure. That’s a valid criticism. But it wasn’t disjointed and it wasn’t a mess. It had systems that interacted and worked well with each other. From a gameplay and rotation point of view, there is no meaningful difference between not being able to chain certain pet actions and not being able to press 132 instead of 123 of your melee combo.

    That being said, I understand the egis were not appealing to a lot of people. I think there is merit in making a more intuitive job. I’m actually OK with the removal of 5.5 SMN.

    I just think we should have gotten a much better-designed, more involved, less unfinished/half-baked rework. I do not think the current demi implementation and gem charges system is good design or a ‘good base to build upon’. This argument is a fallacious whataboutism about old SMN. The primal phases of new SMN are too similar, short and inconsequential, the rotation is excessively rigid due to tying nearly everything to summoning a demi, there’s no interaction between the primal phases or the demi phase, the demi phases are completely devoid of mechanics and so on. The current system is too heavily flawed to be used as a base.
    (11)
    Last edited by Ibbers; 07-15-2022 at 02:17 PM.

  10. #10
    Player
    Duskane's Avatar
    Join Date
    May 2018
    Location
    isnt it messed up that goblet is a housing area and not a tiny goblin
    Posts
    4,163
    Character
    Dusk Himmel
    World
    Ravana
    Main Class
    Viper Lv 100
    Quote Originally Posted by aveyond-dreams View Post
    Ok so explain Reaper.
    Reapers are not an inherently evil concept
    literally just uber driver for souls of the dead
    (4)

Page 7 of 8 FirstFirst ... 5 6 7 8 LastLast

Tags for this Thread