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The goal of changes (SE's SMN concept)

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  • #31
    Re: The goal of changes (SE's SMN concept)

    Or maybe make our Group 2 merits useful. -.-
    Red Mage ~ White Mage ~ Summoner ~ Black Mage ~ Beastmaster ~ Samurai ~ Paladin ~ Blue Mage

    Windurst-Tarutaru-Ragnarok

    Windurst: ★Rank 10★ | San d'Oria: ★Rank 10★ | Bastok: ★Rank 10★
    Zilart: ★The Last Verse★ | Promathia: ★The Last Verse★
    Aht Urhgan: ★Eternal Mercenary★| Assault: ★Captain★
    Goddess: Fate In Haze | Campaign: Moonlight Medal
    Crystalline: ★A Crystalline Prophecy (Fin.)★ | Moogle: ★A Moogle Kupo d'Etat (Fin.)★

    Retired.

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    • #32
      Re: The goal of changes (SE's SMN concept)

      Phantom Roll also lasts for 5 minutes >_>

      The average ward lasts a minute 30 at best.


      The biggest challenge here is the durastic change in battle. As BBQ pointed out, SMN was for eliminating large groups quickly (and dealing massive damage to bosses >.>)

      In XI, fighting more than 1 XP mob at a time tends to result in death if it's a T or higher. Because of this, the line between SMN and BLM changes and so it becomes a lot harder to balance ><
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      "BLAH BLAH BLAH TIDAL WAVE!!!"

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      • #33
        Re: The goal of changes (SE's SMN concept)

        Originally posted by Malacite View Post
        Phantom Roll also lasts for 5 minutes >_>

        The average ward lasts a minute 30 at best.
        Well here's two things we'd have to consider before buffing SMN in this regard.

        - What should the duration be?
        - Where should summoner specialize in buffing?

        I'm pretty sure if SMN got equal duration to CORs, that CORs and especially BRDs wouldn't take kindly to it. COR's buffs are still somewhat randomized, while the potency of BRD songs are still based on skill and instruments. BRD is still guaranteed the most potent buff no matter what. Given these results, I think the durations are rather fair.

        SE could fix some BRD merits though because Winning Streak merits are where CORs can destroy BRDs in buff duration.

        The other thing is BRD pretty much specializes in melee buffs. COR is no slouch on melee buffs, but in a situation where mages and summoners are concerned, I'm very much inclined to favor COR over BRD and then send a BRD to the melee side.

        Since SMNs are generally used for tank support at the highest levels, I think buffing them to support tanks and party defenses the best would be the way to go at even earlier levels. So their buffs should favor endurance as Diabolos, Titan and Garuda's buffs already do. AoE Regens, perhaps a light AoE Refresh (like 1 MP per tick), Defense boost buffs (like Cocoon) and so on.
        Last edited by Omgwtfbbqkitten; 10-12-2007, 12:43 PM.

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        • #34
          Re: The goal of changes (SE's SMN concept)

          Well, just looking at past games, Golem was a hell of a lot more effective than Titan's lolstoneskin (then again, all the summons were better)

          SMN buffs are fixed at a 3 minute duration, which is fair IMO. The problem right now is the only way to reach that is to have more skill than your current cap which is utter bull crap on SE's part. No other magic skill works this why, so why does summoning? (Granted, Dark magic is also something of an enigma...)

          The defensive buffing is nice, but I prefer SMN as more of a general buffer. Again, my vote is to power up blood pacts significantly and also raise their MP costs. NIN and RNG are limited by money. PLD by it's HP. BLM + DD jobs by their enmity. Why not make SMN limited by it's MP? Let the people who know what pacts to use and when have their fun The SMN who goes BP-happy destroys the chain

          Besides, where's the fun in calling forth a god when some schmuck standing next to you is just gonna blow you out of the water anyway
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