Quote Originally Posted by Anvaire View Post
I agree, but i also think that SMN has too much mobility at the moment. I do kind of understand why it has so much mobility, but ultimately it needs to be toned down along with rotational rigidity. But then, i kinda think that SMN's current rotation, while is viable and usable, does need some adjustment to weave in more complexity. It doesnt kill the job, but it would improve the experience.

Bottom line is Smn is a caster but fails to feel like a caster or have the general impact of one. Even if (IMO) it is the flashyiest of the casters. The buffs given today are welcomed, but do not fundamentally address any of the classes core issues... ignoring the current community split of opinion of what SMN should or should not be design visionwise.
Didn't bahamut for smn used to have cast times? correct me if I'm wrong here I didn't really play a lot of old summoner or new summoner. Maybe that would allow it to feel different from phoenix and give SMN more casting time, I don't know if it would be the perfect solution though.

I can agree with less mobility on smn just to a point where it's still the most mobile caster I like the idea of giving jobs certain "niches" that make them stand out from others, but at the same time I think niches need to be balanced in a way that doesn't make it too imbalanced

Here's what generally I think we want to avoid when job balancing.
1. Making jobs too similar, fitting practically no purpose other then being a rotational reskin, this is something how I view current melees, I'm generally not a fan of how melees currently function, somewhat with tanks too I believe tanks should be given more identity and more support different abilities, while I think it's hard to balance I rather have a unbalanced game with unique roles then one where the roles function the same.

2. Removing skill expression from certain jobs but also allowing ease of access on other jobs, if a job is "easy to use" that's fine, but we also need more jobs that fill a harder playstyle, maybe granted they give a small reward but more hardcore jobs shouldn't be meta. Also I actually like how Samurai is rewarded for using their defensives "correctly" even if its a small reward it's something that at least makes the job that's generally pretty easy to pick up, give slightly more depth.

3. Big Damage ranges, we should make sure that a job in it's category (tank/healer/dps), stays close to there, ones that offer stronger utility should generally be slightly lower but it shouldn't be enough where bringing a job with more utility makes enrages harsh, I don't think jobs should have utility for free (personally) unless every job had a sort of utility. I personally think even things such as "ranged tax" is fine but its way too much right now, the fact that casters like BLM/RDM are harder to move around then melees also makes me question why casters have a ranged tax.