Is there some way you can either ever so slightly increase the range of Ifrit or massively decrease its tether range? All it takes a knock back or two and it's out of range so you have to get really close then recast it, as simply dragging it forward isn't always enough. If it stays behind you all the time it should at least be able to attack from there... Very annoying when bossing. It's hard enough being a mage, this would really increase damage not having to recast or spend so much time positioning... Where it struggles to attack - Papulatus/Kacchuu/Lilynouch/Lyka/Pianus/Zakum Arms (body is fine but arms are an issue)
just rework the magic damage formula to that of physical damage and give the ultimates a 30 second cooldown, one of the few good changes of big bang.
If mages were just another class with a slight edge on mobing this game would be amazing. The balancing for attackers training killing mobs would be sooo good and BossStory would end.
Im kinda against reducing tether range, cause ifrit would block the character from view all the time, unless there's a way to make summons appear behind characters, i don't support this change. Range buff would be cool, but more often than not, it would just massively increase the power of summon farming, which is not the target of this buff, and is a mechanic matt doesnt want to make any stronger (pet not looting summon drops is a clear sign of that). There's one idea i just had tho which might fix your issue, wouldn't it be cool if we can PLACE 4th job mage summons instead of it following us around? That way it will keep attacking even if you get KBed, and all in all its a pretty cool mechanic that could have many uses in grinding as well!
If I could make a video I would. Ifrit just moves back a couple of pixels to follow you getting knocked back and is suddenly out of range. I agree a range buff would fix the issue but the summon farming would benefit. Placing would be ideal, just like the Archers place their scarecrow. Better yet if Ifrit could move around like the Archers summons he would get back into range and attack again... Complicated, but I thought I'd put it out there to see what people thought.
A more specific summon mechanic would be the sair summons. They can both be placed down, and attack. Hopefully there's a way to bring that mechanic to mage summons
Yeah Bahamut has a pretty trash range too, for example in HT prehead it only hits if you are in a melee range from the head. It's kinda imbalanced compared to Phoenix or the MM bird that can hit from a long distance
It's an issue for all mage summons but I don't know what the rest are called They all need to be improved. Considering how little damage mages do it wouldn't be a game breaking improvement, however it could effect summon farming...
The new Ellin bosses are strong to Lightning and immune to Ice. Which means Ifrit is 90% of the DPS. It would be nice if he had the range to actually hit the boss... I just spend my time teleporting onto the boss sprite so that he actually realises he can hit them. As if you stand next to them, more often than not he just looks at you blankly.