Quote Originally Posted by LittleArrow View Post
There might be a really cool story around Solar Bahamut.
Given we used to actually get lore in the job quests, the things they stopped doing to give us the unified role quests to lessen the burden on the development cycle having to write quests for all the jobs, I doubt this. We have no lore for Phoenix and its trance beyond just '[finger guns] carteneau!' and Binding Coils if you do it since it's an optional raid series. Unless we get a sentence about it in the eventual 4th Encyclopaedia I highly doubt we're getting more beyond the casual PLL mention of 'this is more like what actual original bahamut was' and maybe a tiny bit of lore allusion in the tooltip.

Quote Originally Posted by LittleArrow View Post
The job is still the same, they're just adding to it. It is a stomach punch to think we have to wait, but we're waiting with a job we already enjoy. (...) Yes, SE really dropped the ball, but summoner is still fun and I think it's better than it has ever been for a Final Fantasy job in a Final Fantasy game!
I really wish I could have your level of optimism, and respectfully I do appreciate you're trying to make people see a light to what feels like the endless tunnel of gloom most long-term SMN players have had, however since the job has been unfun to play since 6.0 it's a bitter pill to swallow having to wait to see how further butchered it will be. Again, it LOOKS great, but we could have gotten so much better with an actual 2nd gem cycle between Bahamut and Phoenix with other summons, some risk-reward with how you cycle through particular gems for single/aoe buffs in burst phase, anything beyond the monotonous 1-2-3-Burst-1-2-3-Burst where 2/3 gems feel pitiful in damage.

"But the lore says we reached our aetherwell cap after Garuda thus can't imbue further summon essences" is the weakest excuse in a game that has, constantly, retconned major plot points before given its breaking this rule already with Solar Bahamut existing.