It would mean that a Summoner needs to...summon to do full DPS. Heaven forbid we do what our job title implies.
But in all seriousness, in answer to the question of this topic:
Would I want to see the summoner class reworked? It depends on what you mean by "rework."
Summoner gameplay as it is right now is "okay," in the sense that it functions as the developers intended, but there are a number of problems (or at least what I think are problems), that, if addressed, would make the job better overall. Examples:
- DoT mechanics
Originally, an enemy could only receive the effect of 30 status effects at any given time. The problem with this design came to light during initial encounters with enemies such as Odin, Behemoth, and bosses in Crystal Tower, when the application of several debuffs and DoTs from a multitude of players would remove the DoTs of summoner, dropping our DPS to 0. This could be confirmed when Summoners used the ability Fester and it whiffed, reading "No effect" on the screen.
Long story short, our main source of damage was invalidated by the application of 30 status effects by other classes. This limit has since been increased from 30 to 60, and although this alleviates the problem, no class or job should have to deal with this limitation. On paper, the liklihood that more than 60 debuffs will be applied to an enemy is low, but it can still happen, and I'm sure many players would be at ease knowing that their DPS doesn't suddenly hit 0 on the off chance the rest of their alliance is doing what they're supposed to do.
Another change they made, I forget when, was to have any debuffs initiated by a player always appear before any others on an enemy's status bar. However, this is still bugged. I can't count the number of times I've fought an A or S rank elite mark, and none of my DoTs can be seen on the enemy's status bar. The only reason I know my DoTs are still active is because Fester still does damage to the enemy, but I have to guess when the DoTs need to be reapplied.
To summarize:・The use of debuffs and DoTs from other classes has the potential to nullify Summoner's main source of damage.- Eye for an Eye
・The use of debuffs and DoTs from other classes has the potential to make our DoTs invisible on enemy status bars, making it impossible to manage our main source of damage properly.
Who doesn't love Eye for an Eye? Apply it to a party member, and enemies striking them receive a damage debuff. Except, there's a catch. Enemies attacking targets affected by Eye for an Eye have a 20% chance of being debuffed each time they attack. This means there's an 80% chance that they won't be debuffed. My problem with this? Mathematically speaking, there is a chance that, even after applying Eye for an Eye to a target, enemies will not be debuffed. I've experience this myself, on several occasions, and it's a waste of a 180 second cooldown when this happens.
- Rouse and Spur
This is just a personal gripe, but the effects of these two skills seems a little backwards to me.
Rouse, the level 42 skill, has three effects: Boosts cure magic potency, boosts damage dealt, and makes pets immune to status effects. 90 second recast.
Spur, the level 45 job ability, has one effect: Boosts damage dealt. 120 second recast.
Again, just a personal gripe, but I think it's odd that the ability that requires a higher level, unlocking a job, and has a longer cool down is inferior. How should this be addressed? I'm not a developer, so I can't say, but I'd like it if they looked into it.
- Pet roles in general
The devs have already said they're going to look into the balance between the pets, but yes, I feel that something should be done about it. I'm going to nitpick the piece of Estevo's quote that Dwill dismissed a little further to get at my point.
Do I think pets should count for 40-50% of our DPS? I don't think they necessarily should, but even if they did, I don't think it solves our real problem as a pet class. Do I think pets should count for 40-50% of our mechanics? Yes, Yes I do....As the one and only pet dps job,especially the summoner, the Egis and other pets should make up at least 40-50% of our dps and mechanics...
The bread and butter of the Egi is Garuda. To be more specific, Contagion. A lot of people have said "Well, take Contagion off of Garuda and put it on Summoner." Hypothetically speaking, if they did do that, what would the roles of our Egi be?
Titan:
- High HP
- High Defense
- +Enmity to keep attention off the Summoner.
- In my opinion, titan is a tank, through and through.
Ifrit:
- Average HP
- Does damage
- Uh...does damage.
- Ifrit does damage, but doesn't bring any role-defining traits to the table.
Garuda: (without Contagion)
- Average HP
- Does damage
- Uh...can knock enemies back, angering tanks and melee DPS.
- Garuda also does damage, and also doesn't bring any role-defining traits to the table.
What will happen when they add Ramuh-Egi? Leviathan-Egi? What will be special about the five Egi that will make summoners say "Oh, for this battle you'd definitely want to try using X-Egi." or "At the start of the fight I like to use X-Egi, and then when Y happens, I switch to Z-Egi." or have a meaningful discussion about "Which Egi abilities do you prefer to use in battle."?
As it stands now, Ifrit and Garuda are just DoTs with uninspired abilities and poor aesthetic designs (although poor aesthetics is a personal opinion), and it saddens me that players can be satisfied with such simplified pet mechanics.