As far as the blood pact being seperate I'm sure there was a balancing reason for it, what that is I'm not completly sure. It's either that or Blood Pacts intented purpose was to only be used 1 time to give some grand amount of damage or give some grand boost.
If that's the case then the Blood Pact abilities may be what's to weak and needs a large improvement. The other is that maybe the use of multiple pacts like that created some sort of hate control issues (Monster being easily put on the Summons, then when summons leaves hate is lost there) were it could potentially make the SMN to powerful.
I don't know about having the En- series from the go, that seems like it would make them to powerful.
EDIT:
I do have to say though that the part about the En- series seems like that could be expanded on. That's something I'm not entirely sure at all what kind of impact it would/could have.
If that's the case then the Blood Pact abilities may be what's to weak and needs a large improvement. The other is that maybe the use of multiple pacts like that created some sort of hate control issues (Monster being easily put on the Summons, then when summons leaves hate is lost there) were it could potentially make the SMN to powerful.
I don't know about having the En- series from the go, that seems like it would make them to powerful.
EDIT:
I do have to say though that the part about the En- series seems like that could be expanded on. That's something I'm not entirely sure at all what kind of impact it would/could have.



The final adjustments for summoning and BP mp costs (if the overall ideas are added to the job) are up to the people in charge of the Summoner job in the first place: the developers and members of the Live Team.




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