
Originally Posted by
fulminating
...
Not quite sure what you mean by "unalloyed"?
As I said, FFXIV's SMN feels like a hybrid of Rydia from FF4 and Clive from FF16.
Also, your picture is pretty misleading. Not only does it leave out a huge part of 5.X (and earlier) SMN (the DoTs; not to mention Egi-Assaults and Further Ruins), it ignores that Phoenix and Bahamut are also in the 6.X rotation. I get it's supposed to be a meme, but it's an example of what I'm saying.

Originally Posted by
IDontPetLalas
Why do those people who may have invested a fair amount of time into their summoner believe in some "ideology" whereas those that like the current summoner do not? Similarly why are those that liked the former summoner become incapable of discussing the changes and what is "reality"? Who defines "reality"?
You've made multiple arguments to justify keeping one healer the way it is, expressly because of those healers who don't want that job changed, however in this case summoners who didn't like a complete overhaul are disgruntled?
Not at all.
It may have gone without you noticing, since I haven't explicitly said so here, but in almost every SMN conversation I get into, my consistent position is "Current SMN feels more like a Final Fantasy Summoner, but I wish they'd have kept the old SMN or ported the non-Summon parts of the kit (DoTs, Further Ruin, and arguably Trance) into a new Job (Green Mage, probably) or alternatively, made this new SMN as Evoker or something so that the people who enjoyed that kind of gameplay could still have it." I've been entirely consistent in this belief, and it crosses both my Healer argument and my SMN one (and PLD as well, in case you were curious).
What I mean by ideology or disgruntled is that people absolutely are.
Some people loved old SMN - and I get that; it's why I advocate for readding it to the game in some form since we're passed the point of "don't change it" at this point in time - but the problem is this makes them biased against the new one unfairly. New SMN isn't a bad Job. Had it been introduced as a separate/new Job (say, Evoker), the complaints would be unfounded, just as they are now. This is the problem with changing Jobs rather than adding new ones. When a Job is changed, there will be people who permanently hate it, no matter how good it is, because it robbed them of something they had before. Does that make sense?
That is, some criticisms may be valid, but some are not, and are due to people being jaded by the loss of the old SMN they liked, not by the new SMN being bad.
New SMN is a good Job in a lot of ways, and it more closely matches the feel of traditional FF Summoners. This seems to be a very common view, so can't be attributed to just a few people lying to themselves or whatnot. It's also been argued in objective terms using various iterations of Summoner to show the similarities, so it's not just a "feelings/subjective" or "trust me bro" position to hold. And it's common enough that it can't merely be discarded as the delusions or misunderstanding of a few random people.
I think it's fair to point out that some people's criticisms are not based in objectivity but rather in annoyance at what they lost, if that makes sense. When people say, for example "you're just hitting the same two buttons" or "all of them feel the same", those are likely examples of this, since (a) you hit more than two buttons (that claim is objectively false) and (b) they feel different, just as RDM's do (which is subjectively true; but considering these people are NOT badmouthing RDM's buttons as "feeling the same", the point holds.)
Me personally, I would have added Evoker as another Job (a third branching form Arcanist, I guess?), or alternatively, taken old SMN's kit wholesale, removed the Egis, replaced Egi-Assault with something poison/disease themed, done the same with Bahamut and Phoenix (that is, remove the Summons from the old one and make them a magic Inner Release type of thing), and then introduce new SMN alongside that. That way, we'd have an actual Summoner (the one we have now) and an actual DoT mage. The names don't even matter to me, honestly, hence why I'd have been fine with Evoker.
But old SMN wasn't a Summoner in any normal sense. People saying that really are lying to themselves, which I can only guess comes from that frustration with old SMN having been removed.

Originally Posted by
Raikai
Carby currently just serves as a nuisance to make SMN's utility shield a bit less practical to use.
I don't mind it existing, but either put something for it to do or just make it optional. I'd love to have it out hanging on cities still, but not in combat.
Agreed. It's why I think it should at least be doing some chip damage just so it's doing SOMETHING.

Originally Posted by
vetch
Why?
Uh...what?
Your prior post and argument was that new SMN isn't like Final Fantasy Summoners are and that the old one was more like them. So I ask you to point out any old FF game Summoner that's like pre-EW SMN to prove the argument you're making.
"Why?"
To prove the claim you're literally making?
What kind of question is that?
.
It was no more versatile before than it is now. Sure, they CAN design a Job where it has versatility and support from Summons...but old SMN didn't have that, so you can't say that it did. If you do, you'd be lying. You haven't been saying it should, you've been saying it did. I'm pointing out it did not. Indeed, it was arguably less versatile before since you had to swap Egis for AOE vs single target vs loltanking (once pets couldn't be targeted anymore), where new SMN can do the AOE/single target (and loltanking) without having to swap out anything at all.
.
"Direct DPS increase buffs are not the kind of 'versatility' I'm looking for in my versatile caster."
And? Old SMN didn't have this vaunted versatility you're talking about, either.
My point is, you can't use this as an attack on new SMN to justify your position that old SMN was better when old SMN was no better. You can talk about Vit 0 Doomtrain - did old SMN have Vit 0 Doomtrain? No. No it did not. So it's irrelevant to the comparison/discussion between the two.
.
You don't have to be objective to argue for preference, that's true.
But if you're arguing new SMN is bad and old SMN was good, you should be able to justify that with at least some objective points, and when someone calls you on your lack of supporting evidence or holes in your arguments, you shouldn't act high and mighty with a "Why?" or the like.
.
"lol. lmao."
Riveting.
.
"Right? Like, pick a lone."
Something we agree on, at least.
.
"Argumentum ad populum."
Pointing out that many people think a thing is true as evidence you writing them off is silly, as part of a larger argument where, unlike you, I actually DO point out past and present Final Fantasy games with a similar take on SMN to FFXIVs, is not an argummentum ad populum.
Moreover, it's better than what you're doing.
I'm not saying "it's popular therefore it's good" (which is the fallacy you reference). I'm saying "a lot of people do see it this way, so suggesting it's some one-off thing only a few people or the misguided do is probably not accurate".
.
"but I did like it's versatility"
WHAT versatility??
It has single and AOE attacks, just like new SMN does. It had a party buff, the same one new SMN does. It had a combat raise, which new SMN has the exact same one of as well. It had instant casts for movement and new SMN has even more. It had Everlasting Flight at a set point in its rotation (not as an "on-demand" oGCD) and new SMN has the same thing (AND Enkindle on top of that).
This is why I speak of objectivity - saying old SMN had versatility (and that new SMN does not) is an objective statement. And it's objectively false; new SMN has (slightly) more versatility than old SMN did. "playing different in dungeons/FATEs/raids" is not the definition of "versatility" (definitions are also somewhat objective, otherwise words have no meaning).
Aegis and Phoenix's skills were there in pre-EW SMN as well. And nearly identical. How are they bad now but were good then, exactly?
All the versatility it had before it has now in the new form. New SMN even has a little more. Maybe you mean some concept other than versatile and are using the wrong word, I don't know. So I need to see your examples to see what it is you're talking about. Because based on the objective definition of the word versatile, new SMN is more versatile (slightly; but not less) than old SMN was.
How, SPECIFICALLY, was it "versatile" before that it isn't now?

Originally Posted by
Sebazy
Barely lukewarm take:
SMN will never be well represented in this game.
The 4 man light party concept just doesn't offer room for truely versatile flex/support jobs even if SE did have a change of heart about their hateboner for anything that doesn't boil down to generating, enhancing or allowing more damage.
Meanwhile, the job design team aren't innovative or brave enough to make it into an interesting DPS job either.
Largely this.
Unless they make a full on Support role (which is unlikely), or SERIOUSLY redesign their encounter and combat design system (not as, but just about as, unlikely), a DPS Job that can also competently heal, debuff, buff, damage, and so on as major parts of its gameplay and decision tree is unlikely.
The few cases that can do this mostly do it as a one-off oGCDs used on CD (things like damage boosts), or healing abilities that are already threatening to make Healers as a role obsolete (Curing Waltz and stuff like that; even Mantra can be used to boost the effectiveness of things like that, so it also contributes to this problem of 1/0 Healer clears and will until such time as it only affects healing spells). That is, things that are bad.
The only exceptions to that rule are Clemency and Vercure, since they're actually GCDs and actual trade-offs that can't be sustained indefinitely if overused.
There won't be a Job in FFXIV (*monkey paw spasms wildly*) that has a truly support role while also being DPS where it can do things like debuff enemies (anything other than the standard Addle/Reprisal or the rare Dismantle, anyway), do tons of healing, allow shields and buffs and support options, etc. Just doesn't work with FFXIV's rigid combat system.
And even IF Summoner had them - you'd be "bad" for using them in normal combat. Look at PvP Bahamut vs Phoenix. Suppose you had that choice in PvE. "Higher damage Bahamut or lower damage Phoenix that also has a heal". When people use Phoenix, they'd be ridiculed just like Clemency spamming PLDs are and told to stop doing that. Bahamut would always be the right choice UNLESS you're trying a 1/0 Healer run or some niche cases of prog that would be subbed for Bahamut as soon as the party was geared enough not to need it.
It would help with 0 Healer runs. A lot. But...that's a bad thing, not a good thing.