I must admit I was very intrigued by the update information from the day it was posted until it was implemented only to login for a short time to find myself being mostly disappointed.
I will start off saying however, SE did a nice job on balancing avatar magic burst ability. Gathering 100-300% TP for a decent burst balances it with BLM so that SMN cannot MB at the same rate or power as a BLM, but at the same time not wastefully. The ability to (finally) burst Astral Flow abilities is also nice to have (FYI, they don't use TP when you use them either).
Furthermore, by allowing Avatar TP to be used for the healing abilities to enhance them beyond their previous power, and increasing the power of Whispering Wind to be more in line with its MP cost VS Ruby2 and Spring Water, I commend them.
The enhancement of Chaotic Strike to be more in line with the other level 70 Blood Pacts was also a nice change, although they still ignored Rush completely. IMO if they want to really balance the moves, they should at least make the 5 hit ability not the weakest when all 5 hits still land. Still a nice change though.
However, when I went with a melee out to test some SCs with the big moves (Eclipse Bite and beyond) we couldn't seem to get the timing correct. The problem turned out to be that the moves cannot SC at all!
This is not good. SE had a perfect opportunity to finally make summoner "complete" in terms of functionality, and yet at the finish line they dropped the baton.
If their plan was for avatars to be a unique part of the party for skillchain or magic burst, why would they revoke this ability at the end? Granted, I realize it would be powerful for an avatar to make a level 3 chain, so even if the chain damage was capped at 300 from when an avatar closes it, it would be enough. These moves should be able to SC since they are what a SMN will use at high levels, and not Poison Nail and Axe Kick.
SE should finish the job they started, and not leave the endgame SMN out of the benefits from the job enhancement.
I will start off saying however, SE did a nice job on balancing avatar magic burst ability. Gathering 100-300% TP for a decent burst balances it with BLM so that SMN cannot MB at the same rate or power as a BLM, but at the same time not wastefully. The ability to (finally) burst Astral Flow abilities is also nice to have (FYI, they don't use TP when you use them either).
Furthermore, by allowing Avatar TP to be used for the healing abilities to enhance them beyond their previous power, and increasing the power of Whispering Wind to be more in line with its MP cost VS Ruby2 and Spring Water, I commend them.
The enhancement of Chaotic Strike to be more in line with the other level 70 Blood Pacts was also a nice change, although they still ignored Rush completely. IMO if they want to really balance the moves, they should at least make the 5 hit ability not the weakest when all 5 hits still land. Still a nice change though.
However, when I went with a melee out to test some SCs with the big moves (Eclipse Bite and beyond) we couldn't seem to get the timing correct. The problem turned out to be that the moves cannot SC at all!
This is not good. SE had a perfect opportunity to finally make summoner "complete" in terms of functionality, and yet at the finish line they dropped the baton.
If their plan was for avatars to be a unique part of the party for skillchain or magic burst, why would they revoke this ability at the end? Granted, I realize it would be powerful for an avatar to make a level 3 chain, so even if the chain damage was capped at 300 from when an avatar closes it, it would be enough. These moves should be able to SC since they are what a SMN will use at high levels, and not Poison Nail and Axe Kick.
SE should finish the job they started, and not leave the endgame SMN out of the benefits from the job enhancement.


) but yeah... A tad disappointed but still happy with the improvements made.


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