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  1. #1
    Player
    Ggwppino's Avatar
    Join Date
    Feb 2022
    Posts
    340
    Character
    Ggwppino Yarappoi
    World
    Louisoix
    Main Class
    Arcanist Lv 100

    Ideas for smn 7.0

    In the games I've played if there was a role that involved doing damage thanks to one's fellow adventurers, I always jumped into it head first, I have a soft spot for summoners. The rework they've done is not so bad, there are an idea to enhance the concept of summoners, and the gimmick they made to not fill the smn with buttons I find interesting, but t's there for all to see that it's an incomplete work, but I don't think the designer(s) will touch it until the next expansion.

    The basic concept, just for a brief introduction, is to introduce other elementals with casts in the "lego" phase and add resource management with elemental combos (eg: water + electric = additional effect).

    If you already know how currently smn works, skip this -> *The current smn has elementals that are unlocked after summoning bahamut or phoenix. Each elemental basically has 2 attacks: Rite and Flow with different cast and recast times. An elemental can only be summoned once and can only be summoned again after bahamut/phoenix (basically after every minute).*


    All elemental summons will have the same numbers, so I summarize them as:
    summon: 500p, instant cast, 2.5s recast

    Ifrit
    ruby rite 450p, 2.8s cast, 3s recast x2
    crimson 1 350p, instant cast, 2.5s recast (ice + fire combo additional effect -> DOT) (Flow 1)
    crimson 2 400p, instant cast, 2.5s recast (Flow 2)
    DOT combo 150p, instant cast, 3s recast x6

    Titan
    Topaz Rite 310p, instant cast, 2.5s recast x4
    Buster 50p, instant cast, 1s recast x4 (wind + earth combo -> 40% maximum hp shield to all allies and assured critical hit on next spell) (Flow)

    Garuda
    Rite 190p, instant cast, 1.5s recast x4
    Slip 420p, 3s cast, 3.5s recast (Flow)
    Dot 30p, instant cast, 3s recast x6 (fire + wind combo -> additional 70p per tick)

    Leviatan
    Rite 460p, 3s cast, 3s recast x2
    Flow 1 380p, 2.5s cast, 3s recast (electric + water combo -> reduce cast time and recast time by 30% for 30s )
    Flow 2 380p, 1.5s cast, 2.5 recast

    Shiva
    Rite 320p, 1.5s cast, 2.5s recast x3
    Flow 450p, 1.5s cast, 2.5s recast 12y cone (fire + ice combo -> additional 500p and next spell is cast immediatly)

    Ramuh
    Rite 190p, 1.5s cast,2s recast x2
    Flow 300p, 4s cast,4s recast x1 (260p additional for each lithium rite used, 520p if in Water + Electric combo)

    Having 3 more summons is a considerable buttons addition, which is why I thought it appropriate to add, thinking of the idea of the smn reading from the book its spells and evocations, an ogcd that switches from the ifrit-garuda-titan trio to shiva-leviathan-ramuh:
    Turn page instant cast, 1s recast

    Not a single predetermined path. watchword: CHOICES
    One of the substantial problems that smn currently has is that the player follows a defined path: he has to use everything that glitters and everything its ok, just press them. He is not pushed to make choices. Summon one elemental -> use everything -> summon next elemental. The elementals are designed to end just in time for bahamut and phoenix, making the player miss the task of watching their cooldowns. It has a "perfect" rotation, but so perfect that the player can watch netfl*x in the meantime. So perfect that at the slightest interruption of the fight it atrociously misaligns itself from the party rotations.

    Having many summons, which can all be used but not all of their abilities need to be used, allows the player to make pre/post or during the fight choices on which spells to use in order to best optimize his rotation based on the mechanics that the raid offers. Having summons that have casts allows you to better visualize which skills you can use or not during the mechanics, allowing for deeper planning of these.
    (1)
    Last edited by Ggwppino; 02-09-2024 at 06:20 AM.

  2. #2
    Player
    Ggwppino's Avatar
    Join Date
    Feb 2022
    Posts
    340
    Character
    Ggwppino Yarappoi
    World
    Louisoix
    Main Class
    Arcanist Lv 100
    As far as combos go, I thought I'd make sense of ruin 3 by putting the onus on it to act as a medium for combos.
    So for each elemental, ruin 3 becomes element ruin 3 (example: Ice Ruin 3).
    I would like to introduce the Elemental Stack. A Stack composed of up to 3 elements with the aim of adding effects to "Flow".



    Excamotage to keep the focus high
    Before, the smn in addition to its basic rotation, was busy managing the dots, managing ruin 4 stack and was busy managing pet placement. Every DPS has a gimmick to keep himself busy. Currently the smn has none of that, it has nothing.

    The purpose of the combos is to make the player actively think about how to manage their resources while rotating. The important thing is to use them because they bring advantages, but it also opens up a world of optimizations for the hungriest smn, optimizations that currently don't exist. Based on how one plays it and thinks about optimizing, every minute the smn could vary its rotation based on mechanics, comps or personal preferences to obtain advantages. Resource management is the focal point to keep the player busy, interested and push him to do better.

    In addition, I would like the phoenix heals to be a usable ogcd at almost any time that activates upon summoning phoenix, I would like to decide on my own when to use them, in the interest of the healers.

    Test
    I quickly made a small page to summarily test the idea. If you want to try it, it's here.

    If you have come this far, I thank you for reading. I'd like to put my hands up if mathematically the abilities don't make sense, these ideas have been rattling around in my head for quite some time but it wasn't until today that I got around to drafting the abilities and I admit I put the potencies by feel, however it was a way to more or less share the ideas I have for the future of smn: a lot more casts, but the right mobility when the mechanics call for it, more decision choice (pre/post or during a fight) and a "minigame" to put a little more spice in the rotation.
    (1)
    Last edited by Ggwppino; 02-24-2023 at 08:23 PM.

  3. #3
    Player
    Ggwppino's Avatar
    Join Date
    Feb 2022
    Posts
    340
    Character
    Ggwppino Yarappoi
    World
    Louisoix
    Main Class
    Arcanist Lv 100
    I realized that writing so many numbers and so many combinations became complicated. So I modified proposing the combos and cases with an image, hoping that my idea is a little more understandable.
    If you have questions, suggestions, comments, I'm available to have a comparison. Even to say that this idea is bad, I don't take it badly. I just wish the smn from the next expansion wasn't incomplete and monotonous as it is now.
    (1)

  4. #4
    Player
    SoloWingMetatron's Avatar
    Join Date
    Mar 2015
    Posts
    376
    Character
    Helel Ni-frith
    World
    Ragnarok
    Main Class
    Summoner Lv 100
    Bring back Carbuncle/Egi auto-attack!
    (5)

  5. #5
    Player
    Ggwppino's Avatar
    Join Date
    Feb 2022
    Posts
    340
    Character
    Ggwppino Yarappoi
    World
    Louisoix
    Main Class
    Arcanist Lv 100
    why not! when the elemental disappeard the carbuncle use auto-attack, or the elementals don't disappear and the attacks are performed by them and not directly by the smn when possible (with 2 option I could get emotional not ironically).
    EDIT: before having the right observations, the second option would be interesting ONLY if the elemental didn't bring with it all the problems that the old pet management had, especially the ghosting. (eg: when a skill is activated, he executes it immediately, without random delays and strange queue management)
    (0)
    Last edited by Ggwppino; 01-13-2023 at 09:07 PM.

  6. #6
    Player
    SieyaM's Avatar
    Join Date
    Nov 2017
    Posts
    1,183
    Character
    Sieya Mizuno
    World
    Gilgamesh
    Main Class
    Arcanist Lv 100
    I just really want to get away from or have more than Ifrit Titan Garuda in the next expansion. In total we can only summon 5 entities and I am not sure any other game in the series has been so limited, except maybe XV which is not a game you'd want to emulate.
    (4)

  7. #7
    Player
    Ggwppino's Avatar
    Join Date
    Feb 2022
    Posts
    340
    Character
    Ggwppino Yarappoi
    World
    Louisoix
    Main Class
    Arcanist Lv 100
    I agree, currently having only 3 elementals + bahamut + phoenix makes the smn lack of summons, but also too lack of options regarding the choices to be made in the fight, making it effectively bare in its gameplay ergo too monotonous. Adding the other elementals would certainly make it more interesting and would already be a great step forward, but in my opinion the rotation risks stagnating. I thought of elemental combos precisely to reduce the monotony of an almost always equal rotation: maybe in that fight for that mechanic there is a need for more mitigation to help healers; immediately after Bahamut I need to do burst damage and before entering the second buff enter the burst prepare myself to be able to place a powerful dot; or a combo burst damage immediately after bahamut/phoenix returning under the buff; perhaps playing with the change of the bpm (another thing that I personally find very funny and that could keep the player active) being able to use a dot and burst damage combo under buff; thus leading the player to think well what to do based also on the mechanics of the fight, keeping the player active.
    (0)

  8. #8
    Player
    Palladiamors's Avatar
    Join Date
    Feb 2017
    Posts
    309
    Character
    Ishimar Furial
    World
    Cactuar
    Main Class
    Summoner Lv 93
    Revert the changes and give us the summoner we had for over half a decade back?

    Failing that, add auto-attack to Carbuncle, and then have Ifrit, Titan, and Garuda also perform auto-attacks while they are summoned. It will at least add the illusion of having the old summoner back which at this point, I'd take.
    (4)

  9. #9
    Player
    Ggwppino's Avatar
    Join Date
    Feb 2022
    Posts
    340
    Character
    Ggwppino Yarappoi
    World
    Louisoix
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Palladiamors View Post
    Revert the changes and give us the summoner we had for over half a decade back?
    personally i prefer to play pok*mon and not summon ifrit and poison the boss (Don't get me wrong, I miss the old job, but the new core inspires me more, it really could be a core in line with a summoner, a summoner who summons dudes and uses their power). But currently the smn being that I find it incomplete, I find it a class that has never gone past level 60, maybe 50, a class that currently has absolutely no depth.

    SMN should have gimmicks, which all jobs have, to make it deeper. Previously, the gimmicks of the smn were dot management, ruin 4 management, and pet placement. Currently, however, it does not have a single one. The smn desperately needs to have one.

    However, this does not change the fact that the core is conceptually valid and that it gives you endless ways to deepen the class. But currently they leave smn at the mercy of boredom and its own incompleteness.

    Quote Originally Posted by Palladiamors View Post
    Failing that, add auto-attack to Carbuncle, and then have Ifrit, Titan, and Garuda also perform auto-attacks while they are summoned. It will at least add the illusion of having the old summoner back which at this point, I'd take.
    I hope they will It does much more summoner. Clearly it should be more of a visual and conceptual thing than a practical one. I don't want ghosting. I don't want the attacks to start from a different queue.

    But don't solve the sloppy gameplay that the smn currently has.
    (0)
    Last edited by Ggwppino; 02-05-2023 at 05:27 PM.

  10. #10
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    A concept like this would not function well within the environment of FFXIV. The main issue above all else is that, given that each of these choices is ultimately providing different DPS values, players will do the number crunching necessary to figure out which route is the "right" route. It's possible that certain routes have some sort of niche value, such as the barrier-generating path during prog, but what would happen is only 1 route would be viable 95% of the time. Just look at the pre-ShB egis for example. Either Ifrit or Garuda was the pet you'd use. Using the other was just an objectively worse decision, and Titan was exclusively a soloing pet. You'd be recreating the one thing that was properly fixed with SMN. And if your goal is that all of them and the combinations ultimately yield the same exact DPS values, then that is an astronomically difficult goal to balance when you're trying to balance 6 different summon phases and 7 different combination effects. And also, what would even be the point? Would it not feel incredibly empty to have a bunch of different choices that don't ultimately do anything different?

    The inclusion of Ramuh, Leviathan, and Shiva summons is something that feels rather doable with this new landscape for SMN, but however they're included in the future will undoubtedly be just as structured as every other job in the game, such as having the SMN use them instead of Ifrit, Titan, and Garuda after Phoenix's phase, and then reverts back after Bahamut's phase. It's the most common suggestion I've seen people bring up and one that fits within the mold of the game.

    Having said all that, I do think there's room to create some aspects of choice in SMN's kit to help give them a lot more flexibility. The suggestions I've brought up before would be two abilities added early on in SMN's leveling tree: one that can only be used when you have no gemstones to summon with, and Carbuncle bestows upon you a random Gemstone that lets you put off your next Bahamut/Phoenix phase; and the other which consumes all remaining gemstones to have Carbuncle perform an attack with a potency that increases based on the amount of gemstones consumed (the potency would be lower than each phase is worth, but gives you a way to make use of those unused gems if there's been a pause during the fight. Technically, neither of these concepts need to come from Carbuncle, but I also would like to see this concept of Carbuncle as your utility holder further expanded upon beyond just Radiant Aegis.
    (3)

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