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They changed it because it didn't focus on summons but DoTs and most players hated it. After the rework Summoner became the #1 most played Ranged Magical DPS Job by far.
So the rework was a success.
Yes, RDM and BLM have movement-specific utilities. But they're also hard-casting a ton. And, as a result, there's always that split second where you have to say to yourself "can I get this spell off AND still make it out of this AOE?" (And the answer is often: "Yes!"). Summoner doesn't even need to consider it. Just nope right on out of there.
If it was 90 seconds, you wouldn't have it for 2, 4, 8 and 10 minute burst windows. Pretty much everything has to be 30, 60 or 120 seconds now to make it fit within the current (bad) design model.
If it's a choice between remembering when Ifrit's gap closer will get you killed and mixing a 2 and 3 in between all the mashing 1 for ruin spam, I'll take the gap closer 100% of the time.
Actually makes me worried for any more upcoming changes. Astrologian has already been butchered more times than I can count, and Dragoon is on the chopping block next.
That was just a for instance example. If you have a dot heavy job, then obviously the job mechanic would potentially revolve around actually doing something extra with the dots. OGCD skills that deal more damage per unique dot on a target. Or the job gimmick could be something similar to how thunderhead works with BLM but for all their dots over the span of 10 seconds. Point is there are ways to make a dot heavy class work and still have it contribute in all phases of a fight and be competitive DPS wise.
MCH has the same problem, where as RDPS you're expected to run to a tower on the other side of the arena, but unlike DNC's dash and BRD's backflip they don't have any actual movement abilities other than basic walking. MCH has so many problems, though...
You only get screwed on mobility with summoner on ruby ruin, and you should be quick casting for one of them. Worst case scenario, in some fights you might have to drop a 2nd ruby ruin cast to not get hit, and this should happen extremely infrequently.
Dumbing down the class to two buttons that change depending on your summon is absolutely a success to the player base that got mechanics removed from most dungeons.
Comments like that make me realize no one actually sits and thinks about what they are saying before the start spewing out crap. Yeah. A couple of buttons, as opposed to? What?
One of the "complicated" melee where it is usually 1, 2, 3? Or maybe 1, 2, that can branch out to two different 3s? And you can throw an oGCD out every so often? Yeah. That's so remarkably more complicated and big-brain.
It's fine to think Summoner is simplistic, but don't go acting like any other class in this game is somehow too complicated for the lowly masses.