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  1. #1
    Player
    twon25's Avatar
    Join Date
    Aug 2011
    Posts
    4
    Character
    Grahf Kuroyami
    World
    Hyperion
    Main Class
    Arcanist Lv 50
    Summoner has some issues that need to be addressed, and some bugs that need to be fixed. Ifrit is not worth using over garuda as of this moment. Not really a summoner bug, but Eos on SCH will still cast aoe buffs even when on obey command.

    Tri disaster: is not worth casting really. I have used it, but its not a good source of dps, nor is it very useful in the content that ive done. Excluding Coil as i have only done up to turn 2. If you have found a good use for it, by all means, please explain it to me.

    Bane: Needs the tooltip fixed, or it needs to do what the tooltip says. If they will leave it at 3 targets, then i feel it should apply all dots and debuffs cast by the smn.

    Miasma 2: summoners are casters. I dont like the idea that miasma 2 is like a get away from me move. Running up to a boss to cast this is not fun. It should be changed to maybe be instant cast, but have a longer recast time, and be a ranged aoe.
    (3)

  2. #2
    Player
    Tanukki's Avatar
    Join Date
    Aug 2013
    Posts
    15
    Character
    Rdeedfrey Drakoury
    World
    Cerberus
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by twon25 View Post
    Tri disaster: is not worth casting really... If you have found a good use for it, by all means, please explain it to me...
    I've found some tricks with Tri-Disaster. Certainly not for its damage, but it is the only means in the game for controlling large groups of enemies.

    The most important one is in speedrunning dungeons. Here's how it goes:
    1. Tank rounds up the trash monsters.
    2. Summoner casts Tri-Disaster, binding them all.
    3. Party runs and initiates boss battle. Boss room is sealed and any monsters outside reset.

    Advanced technique: When fighting Garuda, you can try predicting the appearance of plumes and just as it's about to happen, cast Tri-Disaster. Plumes get bound and your party gets to hit them with a couple big AoEs before they scatter away.
    (0)

  3. #3
    Player
    PiperC's Avatar
    Join Date
    Oct 2013
    Posts
    35
    Character
    Piper Pennsatucky
    World
    Famfrit
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Tanukki View Post
    I've found some tricks with Tri-Disaster. Certainly not for its damage, but it is the only means in the game for controlling large groups of enemies.

    The most important one is in speedrunning dungeons. Here's how it goes:
    1. Tank rounds up the trash monsters.
    2. Summoner casts Tri-Disaster, binding them all.
    3. Party runs and initiates boss battle. Boss room is sealed and any monsters outside reset.

    Advanced technique: When fighting Garuda, you can try predicting the appearance of plumes and just as it's about to happen, cast Tri-Disaster. Plumes get bound and your party gets to hit them with a couple big AoEs before they scatter away.
    I have also used tri-disaster during WP speedruns for locking out mobs, it's very useful... especially if you bind them away from the purple line that way the tank isn't even getting hit before the wall comes up
    (0)

  4. #4
    Player Vackashken's Avatar
    Join Date
    Mar 2011
    Posts
    1,165
    Character
    Vackashken Zuth
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    I hate the sizes - titan looks like clown put together an animal balloon for a kid to string along. Personally speaking, I find the summons gut wrenchingly "bad" looking, for brevity sake. I can't say I like the play style at all either; seems really half-assed and uninspired. I would have much rather they split caster abilities mixed with controllable summon attacks as you climbed the leveling ladder. That said, I suppose that moot since it isn't on the table.

    As it stands right now, the second I get to 50 I will probably be dropping the job. It's aesthetically displeasing, incredulously mundane in playstyle and just flat out disappointing (to me). Personal venting aside, I at least applaud your effort, OP. It does at least give it more of a kick (both numerically and aesthetically). I hope someone is listening.
    (11)

  5. #5
    Player
    Slirith's Avatar
    Join Date
    Aug 2013
    Posts
    941
    Character
    Astarotte Niuhali
    World
    Balmung
    Main Class
    Dancer Lv 100
    I just wish they wouldn't use their AoE skills if any mob around them is asleep. Only pet bar skills I use are sic, heel and place, otherwise it's WAY too much to micromanage.
    (3)

  6. #6
    Player
    Kyp's Avatar
    Join Date
    Aug 2013
    Posts
    163
    Character
    Kyp Halcyon
    World
    Jenova
    Main Class
    Machinist Lv 70
    Heel is a much better option for getting the pet to dodge aoe along with you, since your kitin gout of the red circle your not casting so u can use heel while ur moving... keybind it
    (1)

  7. #7
    Player
    Sehkmet's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    21
    Character
    Leblanc Nightsong
    World
    Goblin
    Main Class
    Arcanist Lv 46
    Quote Originally Posted by Spellbinder View Post
    Hello my fellow adventurers.

    It's been a long time coming. After main teasers, screenshots, and trailers, we're finally able to play arcanist and summoner!

    However, because there was no opportunity to test them during beta, we never had an opportunity to test how they perform and give feedback on this new class / job combination. Overall, I enjoy arcanist and summoner, and plan to make them my main class and job. But that doesn't mean there isn't room for improvement. And so, I've created this thread to see if we can't have some civil discussion on ways to give feedback on them and see if they can't be improved.

    Before we get started, I only have one thing to ask of any who post here:

    Please keep discussion civil, and be respectful to your fellow posters.
    This thread is for feedback. There are no trolls, white knights, black knights, derps, etc. here. Everyone is entitled to their opinion. It's okay to disagree, but please no attacking or provocative language.

    With that out of the way, here are a few things that I feel should be addressed.

    Aesthetics
    During the beta test, I made a post in the feedback forums asking that the Egi be scaled up slightly. My English post received roughly 680 likes, and my Japanese post received roughly 140 likes, so while this isn't some phantom majority, there is interest in seeing some sort of change.

    Just as a brief recap of that post, the reason I think many people are disappointed with the look of the Egi is pretty easy to understand considering the legacy of the FINAL FANTASY franchise. Summoners and their summons have always had an image of something grand and fantastical. However, because this is an MMO and there will be situations where there are many people fighting together in the same area, it would be wrong to use giant skyscraper summons.

    Making completely different models would cost the team a lot of time and energy, which is why I proposed scaling their size as an easier solution that actually has pretty good results.

    First I'd like to show you an image a beta tester was nice enough to create.


    This is to give an idea of what was asked for, which was not a giant behemoth-sized summon.

    For a better idea of what they could look like, here is a second example provided by another beta tester.




    I think it would also help if the model floated a little lower to the ground, but its easy to see how scaling it up adds a certain sense of ferocity that I think players were expecting.

    To close out this point on aesthetics, I'd like to also mention that changes of this nature are not without precedent. Although it happened in the previous iteration of this game, the 1.16 patch in March 2011 increased the size of monsters in the world because people were disatisfied them. The following month, patch 1.17 increased the size of spell and action effects.

    Actions and Their Mechanics

    Again, just my opinion, but I feel that the summoner job does not have enough emphasis on the summons, but it can be done with a bit of effort. First I'd like to address one point regarding the transition from Carbuncle to Egi by looking at their skills.

    Emerald Carbuncle (black) vs. Garuda-Egi (red)

    gust - attack with 90 potency
    wind blade - attack with 100 potency

    backdraft - knockback attack with 80 potency
    shockwave - knockback attakc with 90 potency

    downburst - aoe attack with 80 potency
    aerial slash - aoe attack with 90 potency

    shining emerald - extends debuff duration by 15 seconds
    contagion - extends debuff duration by 15 seconds

    Topaz Carbuncle (black) vs. Titan-Egi (red)

    gouge - attack with 70 potency that builds enmity
    rock buster - attack with 85 potency that builds enmity

    shining topaz - aoe attack with 70 potency that builds enmity
    mountain buster - aoe attack with 70 potency that builds enmity

    curl - reduces damage taken by 20% (20 seconds with 120 second cooldown)
    earthen ward - reduces damage taken by 20% (20 seconds with 120 second cooldown)

    storm - attack with 60 potency that stuns
    landslide - attack with 70 potency that stuns

    The similarity in their skills is disheartening, if not disturbing. As many higher level summoners already know, in order to unlock an Egi through the summoner quests, you must first defeat the corresponding primal in the main scenario. Considering learning the spells to summon these Egi has such a stiff requirement, I would expect them to be more than simply reskinned carbuncles. So what can we do to fix this?

    An obvious suggestion (but hard to implement) would be to change either the carbuncle skills, the Egi skills, or a mixture of both.

    For example, Emerald Carbuncle could keep Backdraft (knockback), while Garuda Egi learns a direct damage or damage over time attack that binds or debuffs an enemy.

    I'm no game designer so I can't give a thorough outlining on how to address this issue, but my point here is that there needs to be a greater distinction between the carbuncles and the Egi than adding 10 potency to their attacks and a small Egi reskin.

    Any thoughts on how to improve the distinction between the carbuncles and their Egi counterparts are more than welcome.


    Overlapping Timers

    First let me talk about the pet hotbar. At the moment we cannot edit it, although we're free to drag the Egi action icons from the Actions and Traits menu to any other hotbar we like. Looking at the pet hotbar, however, its very easy to notice that the timers for the different Egi actions are linked based on their location on the hotbar.

    For example, Titan-Egi has a 30 second cooldown skill in slot A. Garuda-Egi has a 90 second cooldown skill in slot A. If I use Garuda-Egi's ability then switch to Titan-Egi, I am bound by the 90 second cooldown because they share the same slot.

    Personally, I think this is a hinderance and should be removed if possible.

    Looking at the actual summoner, there are three skills in particular I think could do with a bit of adjustment.

    Rouse vs. Spur

    Both of these skills increase damage of Egi by 40%. At level 50, one of them has a 60 second cooldown (Rouse), the other has a 90 second cooldown (Spur). They both essentially do the same thing, but I would like to think the skill with a longer cooldown has some sort of extra benefit.

    In truth its quite the contrary. Rouse, the ability with a 60 second cooldown also gives the Egi resistance to stun, sleep, bind, heavy, paralysis, and disease. If the team insists on them both being a 40% damage increase that's fine, but logically, shouldn't the one with the longer cooldown have the greater benefit?

    Enkindle (SMN) vs Flare (BLM) ?

    The final summoner skill that allows Egi to use their trademark attacks. Depending on which Egi uses it, you get an aoe attack with roughly 200 to 300 potency on a 300 second cooldown. On the other hand, black mage has Flare, with a potency of 260, and a cooldown of 2.5 seconds. While yes, it costs a black mage all their remaining MP and is situational, it can be utilized when their MP is low and can be used with much greater frequency, giving black mage a clear edge for a high damage situational attack. I only bring this up as it looks somewhat unbalanced between our two casting DPS classes.

    Phew, and I think that sums it up for me. Feel free to like this post if you agree with its points. If something is inaccurate or you disagree with a certain point, you're welcome to point it out and we'll get the ball rolling. The game has just started and there's always room for adjustments in an MMO. Hopefully we can give the developers some good feedback to improve any shortcomings this class and job may have.
    I agree 100% with him.
    (7)

  8. #8
    Player

    Join Date
    Aug 2013
    Posts
    37
    This class should not be called Summoner. It should have been called a poor mans Warlock\Necromancer.
    (13)

  9. #9
    Player
    abesut's Avatar
    Join Date
    Aug 2013
    Posts
    74
    Character
    Rau Quby
    World
    Shiva
    Main Class
    Arcanist Lv 50
    My BLM friend roflstomps me in dmg, he casts Flare instead of the last Fire III. This is his rotation: Blizzard III (until 3 stacks)->Transpose->Fire III->Flare->transpose. Repeat. He kills EVERYTHING while leaving me in the dust, TRYING to catch up :P its not uncommon that his flare hits for 1k either >_> he even laughed when Ifrit-egi unleashed his almighty Inferno which did so little dmg compared to his Flare ._. Sad panda
    Right and don't forget that WHM has Holy with a 240p + stun. I feel sad when a WHM can clear trash mobs faster than me ='(
    (0)
    Last edited by abesut; 08-30-2013 at 11:05 AM.

  10. #10
    Player
    Kevee's Avatar
    Join Date
    Jun 2013
    Posts
    700
    Character
    Virtual On
    World
    Leviathan
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by abesut View Post
    My BLM friend roflstomps me in dmg, he casts Flare instead of the last Fire III. This is his rotation: Blizzard III (until 3 stacks)->Transpose->Fire III->Flare->transpose. Repeat. He kills EVERYTHING while leaving me in the dust, TRYING to catch up :P its not uncommon that his flare hits for 1k either >_> he even laughed when Ifrit-egi unleashed his almighty Inferno which did so little dmg compared to his Flare ._. Sad panda
    Right and don't forget that WHM has Holy with a 240p + stun. I feel sad when a WHM can clear trash mobs faster than me ='(
    lol?

    Bio II -> Miasma -> Bio -> (Fester in between GCD) [mob at half now] -> Thunder -> Ruin II-> (Energy Drain in between GCDs) [mob is dead depending on crits] -> Ruin -> dead mob.

    5-6 GCDs for trash mobs. I haven't seen anyone kill faster, and especially not from nothing.


    edit: and fyi my Fester crits for 600-800 at 47.


    Edit2: Or how about sending titan on a mob -> Bio II/Miasma/Bio/Thunder -> Switch target and use Aetherflow stacks+DoTs on second mob. Take out 2 at the same time. Much faster than anyone else.


    Edit: And to the OP, Rouse and Spur are different. One is damage, the other is physical/magical attack power. The second scales better with stats. The first is static.
    (1)
    Last edited by Kevee; 08-30-2013 at 11:38 AM.

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