The SMN rework was great. They actually made the job feel like a FF summoner. Now the issue is that they're just gonna leave it there and not add more gemstones, which would be the most obvious and logical next step.
Tbh I kind of wish tank classes had the option to queue as DPS with massively boosted damage and disabled mits or something. I like Gunbreaker but I hate tanking.
As someone that mained SMN since around 2.2, I hate the rework. Still maining SMN out of a weird sense of loyalty.The SMN rework was great. They actually made the job feel like a FF summoner. Now the issue is that they're just gonna leave it there and not add more gemstones, which would be the most obvious and logical next step.
I feel like the reputation of reworks over the years has turned quite bad.
But also the thing is the people that would care about reworks and talk about them it feels are also more on the engaged side majority of players will just find something that works for them and not be too invested in how any job changes.
I dunno how deserved the reputation is as well given at least from what I can tell stuff like the monk rework went pretty well?
But yeah the majority attitude I encounter from people facing a rework is fear/worry.
As someone that mained SMN since around 2.2, I hate the rework. Still maining SMN out of a weird sense of loyalty.
I'm right there with you. I don't even know how you make it simpler. lol feels pretty easy as is.
Haha, that's a good way of putting it. I pulled out SMN a few months ago for the first time since the rework, and went to go smack a dummy for a bit to figure it out. I kept looking in my job actions because I felt like I had missed a few buttons while putting stuff on my bars.Summoner is boring! It's the only class where playing it feels like I'm missing something because it's just that easy. It needs like double the complexity it has. Really hope they get a lot more. Nothing but new buttons for it please.
It genuinely feels like how other jobs feel at 50/60.Haha, that's a good way of putting it. I pulled out SMN a few months ago for the first time since the rework, and went to go smack a dummy for a bit to figure it out. I kept looking in my job actions because I felt like I had missed a few buttons while putting stuff on my bars.
PreachListen. Some of us need classes like SMN because we are bad at video games.
Probably take away earthly star and macrosmos with some less interesting spell in return and then make the card system even more brain dead
Question, which job would work to start making some decent gil? none of my DoH/DoL are leveled but I still have time before DT. Kinda want to start making sure I get a decent amount of gil. Currently got just about 8 mil. Not expecting to make milions every day, but I'd like to start having a decent income.
I'm leveling up both of my retainers and sending them on 18h missions atm cause they're not max lvl yet, but other than that I don't really have a proper way to make gil.
answers always gonna be "all of them" (except cul and fsh, tho fishing is fun). The crafting jobs all feed off of each other and being able to make your own/sell intermediate materials gives you an edge. Plus being able to gather and craft your own stuff is a huuuge money save.Question, which job would work to start making some decent gil? none of my DoH/DoL are leveled but I still have time before DT. Kinda want to start making sure I get a decent amount of gil. Currently got just about 8 mil. Not expecting to make milions every day, but I'd like to start having a decent income. I'm leveling up both of my retainers and sending them on 18h missions atm cause they're not max lvl yet, but other than that I don't really have a proper way to make gil.
I've not touched Trusts, ever. I use Duty Support here and there.. mostly when doing a story dungeon for the first time, or when I need to farm glamour(so I don't have to fight others with rolling on gear). But I'm leveling NIN for the first time to get a couple glamours ready for Viper, and seeing as how I'm 71 I figured I may as well kill two birds by utilizing my Trust characters(who start at that level).
I was wondering if there are specific Trust characters that are stronger or more effective longer term than others, so I can prioritize getting them leveled. They're obviously all viable but does anyone here have any specific preferences for whatever reasons?
Thanks! They'll be my go-tos then. Yeah I assumed Estinien(and eventually Zero) was the best DPS but I don't get him for a bit. I might just use Ryne for now, 'cause she's cool.Thancred is the best tank and Alphinaud is the best healer. Honestly in ShB I think DPS is kind of a wash. Maybe Y'shtola.
They're all the exact same. Just pick whoever you like more as a character.I've not touched Trusts, ever. I use Duty Support here and there.. mostly when doing a story dungeon for the first time, or when I need to farm glamour(so I don't have to fight others with rolling on gear). But I'm leveling NIN for the first time to get a couple glamours ready for Viper, and seeing as how I'm 71 I figured I may as well kill two birds by utilizing my Trust characters(who start at that level).
I was wondering if there are specific Trust characters that are stronger or more effective longer term than others, so I can prioritize getting them leveled. They're obviously all viable but does anyone here have any specific preferences for whatever reasons?
There are some mechanical differences though, right? That result in different damage ranges? Like Caster DPS limit break vs. Melee DPS limit break.They're all the exact same. Just pick whoever you like more as a character.
They're all the exact same. Just pick whoever you like more as a character.
None of that stuff is a substantial difference. They all do the same lowly scaled damage. The only difference is when the dps use the limit break.There are some mechanical differences though, right? That result in different damage ranges? Like Caster DPS limit break vs. Melee DPS limit break.
Drawing a hand instead of one card at a time, with some "pity" mechanics to guarantee something in a pinch, would go a long way at making cards with actual varied effects feel functional, instead of being so situational and RNG-heavy that you never actually get to make use of half the cards you get.AST just feels like it's in the wrong role.
They could have really gone crazy with card game elements as a DPS, but as a support role like healer it's way too hard to balance it to not be over or undertuned relative to the others.
The rng is another issue. The job would need to be able to hold a hand of cards if they want a wider range of effects, otherwise if they have anything that isn't a DPS gain then it will be a bad draw.
Yeah, too many jobs feel too railroaded now. Anything that's not extreme and up feels like it just plays itself (and even then, reclears become boring pretty quick).I just want jobs to be more dynamic and with less hoarding for burst windows. Like I think if you need two charges on a move there's been some poor design decisions at some point.
Thancred is the best tank and Alphinaud is the best healer. Honestly in ShB I think DPS is kind of a wash. Maybe Y'shtola.
Drawing a hand instead of one card at a time, with some "pity" mechanics to guarantee something in a pinch, would go a long way at making cards with actual varied effects feel functional, instead of being so situational and RNG-heavy that you never actually get to make use of half the cards you get.
Don't get me wrong, I'm glad there are folks who enjoy it, and think variation in skill ceiling among classes is good.
Yeah, and honestly I wish SE went further in on giving each job a fun minigame/ gimmick to define them and their job identity, instead of just being different flavors of their role.Yeah, my approach would be a hand of cards, and a set deck that we have to go through all the cards before a full reshuffle. A deck would ensure every card would need to be used and a hand would allow an important card to be saved for a burst phase.
There's a lot they could do beyond that, but I'm not here to theorycraft a whole moveset, I just think those two things make the most sense.
I thought it had been stated that EW summoner was the same as the SHB machinist rework--a new baseline to build from along with a rejigged class fantasy. I'd expect summoner's growth EW>DT to be much the same as machinist has been SHB>EW>DT.
I can't remember if they said what direction the AST and DRg work was gonna be. Less drastic like monk and ninja, or more like machinist and summoner?
I haven't played drg in a little while, but iirc the only real pain point was feeling bad in dungeons from levels 15-40 with the whole late AOE thing. AST I dunno, maybe bring back the shield-or-regen options? Also re-emphasise the time mage part of the job.