Yes, because SMN bitching about first having no use what so ever, then having a user where they got to do things for maybe 5 seconds, and now having that taken away is totally unreasonable. How dare they want to have a job that is useful.
Yes, because SMN bitching about first having no use what so ever, then having a user where they got to do things for maybe 5 seconds, and now having that taken away is totally unreasonable. How dare they want to have a job that is useful.
They still got Chaotic Strike, Shocking Squal, and Hastega, they're still marginally useful.
Not useful enough to bring over other jobs really, but I doubt PD will be nerfed bad enough to become useless.
What's that? Something to do with SMN? Oh just children discussing PD again.
Call me when BP timer is on the table, otherwise, /ignore.
No, SMN is not fine if nerfing one ability removes it from the table of useful jobs. It's totally fine to nerf PD but it really worries me that they think SMNs will start using other abilities because of this unless they mean abilities from another job... because that's exactly what's gonna happen.
Because using PD really made the smn useless and they stood around with a thumb up their bum for the other 29 minutes and 30 seconds.
Unless you were actually planning to use astral flow on ruinous omen instead?
Again you are missing the point. Taking away PD may not make SMN useless, but it does make it a lot harder to find a use for them in events. And most people out there would rather fill that spot with a COR or a BRD. SMN is just about a 1 trick pony right now, and if you take away that trick, no one wants to ride it.
I'll still have one of my mules SMN if they nerf PD. Shocksquall is just awsome for many things, and Ifrit's favor when farmign pop sets, plus some back up healing with a not so gimp cure 4 (600).
You sound like a one trick pony who should take their ass to abyssea and level another job then >.>
Hopefully the message will get through to Matsui that SMN BP cap does not properly coincide with actual haste caps since the gear haste cap is but one of the cumulative haste caps, and theres no further way to reduce BP timer via magical reductions or JA reductions. Either way, theres never been an event in this game that catered to all 20 jobs...some jobs got better treatment than others, but SMN is pretty niche as is.
IDK where all the love for SMN Came from, But it seems so foreign to me. Never heard anyone defending this king of all worthless jobs like i have in this thread. I mean, It has some uses, But lets be honest, Hastega and Ifrit's Favor are both pretty worthless since they're never in the Melee party, Outside of when using Perfect Defense.
So, Shock Squall has its uses, But enough to keep it legitimately viable in endgame content? Probably not, Normal stun is usually good enough, Shock squall just has the added benefit of being AoE, and longer duration.. Really only "Needed" or useful on something like ADL.
So they probably still have SMN in ADL fights, But for normal Endgame content... I really don't see it being so much more useful than a BRD or COR as a support job, Only reason it sees the light of Voidwatch is because of Procs... Using Shock Squall in VW is just to maximize your uses since you're pretty worthless otherwise.
If Avatar's Favor wasn't a horribly flawed ability, I'd give it more love, But it is... i mean.
1) Buff Builds over time
2) Resets after Each BP (Though it does build faster)
3) Forces 1 Avatar to remain out
4) Significantly weakens any possible Damage the Avatars could have done.
If they'd remove the "Build up" and the BP Reset, the Ability would be really nice ability, It has entirely too many restrictions placed on it.
Eh, Either way, SMN Is in a bad position, I mean, Some jobs are much worse off... But SMN is still pretty low on the list of useful jobs. IDK if its going to be "Dead" after this PD Nerf, But it'll hurt it... Depending on the severity.
Except we have no fucking proof that they are even thinking of fixing SMN.
Yes, SMN needs HEAVY fixing. The problem is, the fixes we've been asking for have been largely ignored. Yes, maybe the new guy will listen to us, but how about instead of taking away the arguably most useful ability SMN has, why not fix the job first and THEN nerf it, rather than the other way around.
You don't save a dieing man by putting his arm in a cast when his damn leg is missing.
Didn't see this one posted yet
[dev1136] Super Kupower Adjustments
*These kupowers are still under development and are subject to change.
Certain existing super kupowers will be replaced by new ones.
Kupowers to be Eliminated:
Mystery Boxes: San d'Oria
Mystery Boxes: Bastok
Mystery Boxes: Windurst
Mystery Boxes: Frontier Lands
The list of super kupowers that may activate, including new ones, is as follows:
Thrifty Transit アOutpost teleport sites will operate free of charge!
Martial Master As an added Signet effect, battle skills will increase more rapidly!
Blood of the Vampyr The effect of Signet will be boosted with the abilities of Regeneration and Refresh!
Treasure Hound Signet will grant you the Gilfinder and Treasure Hunter abilities!
Artisan's Advantage The chances of losing ingredients due to failed synthesis will be significantly lowered!
Swift Shoes Adventurers who are fully rested and healed will temporarily be able to run with great speed!
Ease of Exploration A teleport service connecting the towns of Mhaura and Selbina to the three nations will appear!
Myriad Mystery Boxes Treasure Caskets will appear more frequently around the three nations!
Dilatory Digestion Food effects will last twice as long!
Boundary Buster The amount of Conquest Points received from defeating enemies will be doubled!
Bountiful Bazaar All regional merchants in each of the three nations will be open for business!
I don't think anyone's kidding themselves, this is the number 1 drawback to Summoner at the moment. Damage per pact is fine, people who whine about it need to learn to gear swap and not fulltime full AF3+2. Still, this made me optimistic:
Maybe... just maybe they'll do away with the whole Blood Pact Rage/Ward category and have each Blood Pact have their own separate timer. But who the fuck am I kidding, that would make Summoner useful.Originally Posted by Akihiko_Matsui
I doubt SE will go as far as to lower PDs duration, and I think making it start at 50% DT is a lil severe. It's like the Ukko's/Smite nerf, everyone panicked about it, but it didn't turn out to be that bad.
I think the recast overhaul has to do more with two new jobs that need them, rather than them considering to fix SMN.
Just one post on the JP side that hasn't been translated yet. This was in response to another post that I'm not going to bother translating. The main idea was that the guy was confused about Meeble Burrows route selection.
---------------
Although on the test server all of the support buffs are in effect, the support that you receive will be different on each rank to the boss because each expedition grants a different status buff.
You can challenge the boss by taking the shortest possible route to reduce the consumption of entry key items, or you can challenge the boss after thoroughly leveling up buffs from various expeditions; the choice is yours.
Also, for the boss, everyone's support buffs are combined to have effect on everyone present, so you can take advantage of this if players complete expeditions for different support buffs.
*This assumes that the players use the grimoires where the support effects were recorded. Note that since you can have multiple grimoires in possession, you can select which one to use for particular expeditions.
Additionally, the test server update today has made more bug fixes, balanced some more issues, and added additional treasure. Please give us your feedback!
I can't see SMN going anywhere in endgame content, even with nerfed PD. I think people need to take a step back and actually list the current endgame events before deciding SMN utility with nerfed PD:
1) ADL - Shock Squall highly useful for post-split, duration can be unbeatable. I imagine even nerfed PD better than almost anything else to survive ADL AOE. Even if they nerf ADL, 2-3 clones up can pulverize an ally.
2) Other Dyna Arch bosses - possible nerfed PD still effective on Arch Diabolos etc.
3) Legion - Depends how much they nerf the content. Allies will still need to choose between Shock Squall rotations and SCH/BLM Alacrity Stuns. Will likely still need SMN for the top-tier bosses in Mul (e.g., nerfed PD for Botulus's Astral Flow) and for Turtles in An Chamber. Diamond Storm still incredibly effective for certain highly evasive mobs.
4) Normal VW - proc slot
5) Prov Watcher - didn't really have a place before unless you give it a mercy slot in the 3rd party, still won't.
6) Neo-Limbus - Superior on Arch-Ultima, great on Arch-Omega.
7) Neo-Nyzul - lol
That being said, I agree until the BP delay timers are lessened somewhat, the job is incredibly hampered.
Pretty much all of the things you listed still make it better than RDM. Hell I think RDM is the only job in the game with no unique procs.
How about trying again...and keep trying, and keep bringing it up, and keep trying. I get you have such a disdain towards this game you're pretty much a sadist who keeps coming back, but this new producer seems to actually give a fuck instead of just resorting to "balance".
Referencing the fact that PD will make summoner less useful... of course that's the case. But purely from a design perspective, when you have an ability that essentially gives people temporary invincibility for 45 seconds, how do you properly design challenging events? You really can't. Nerfing PD doesn't have anything to do with SMN, it's much more fundamental to the current and future design of the game as a whole. The ability should never have been introduced to begin with, at least not in the form that it's in. But it was, and now they're finally fixing it... and hopefully they quickly fix the content that was boosted to insane levels of difficulty (mostly in the form of various types of instant death) because of its existence. The fact that it will break summoner's utility is the lesser of two evils, because as it is now it breaks the game as a whole.
Similarly with Embrava, how can you justify its existence when you have two jobs whose sole purpose, essentially, are to buff other jobs, and yet the single most powerful buff in the game (by a long shot) is given to another job entirely? It's not as game-breaking as Perfect Defense in a sense because you can still cap haste and get regain/regen from other sources, but it is, as Tanaka might have said, incredibly unbalanced.