Quote Originally Posted by vetch View Post
Traditional summoners also have long cast times in exchange for their field-clearing nukes. This could have translated into an interesting design with a high skill ceiling where you need to know when it's safe to stop and do a long-cast, high-damage spell and when you need to use an accelerator. Instead we got a 'physranged in a robe' job where you can't slide an index card between the skill ceiling and floor.



You're still doing non-summon busywork because you're spamming magic missiles for most of your GCDs and gapclosing in to pretend you're a melee for some reason.
I never understood why they gave SMN a needless gap closer. Is not like the job turns into a Clive-Ifrit thing with a full melee phase to justify that, so the addition just seems like an arbitrary attempt to increase to the skill cap.

Other than that, I think the primal actions are actually fine (although they could've made Garuda a bit more distinct) - but the actual primal summoning should've been a 1.45 cast time. It even makes sense that in every FF iteration, the summons are usually casted.

I hope that if we indeed get a new set of primals, to alternate with the ones we have, their playstyle are more centered around cast times.