This would be the case, IF arcanists were supposed to grind armies of mobs at lvl 26+. But I don't believe they are, at all. That's why we have the best devices to avoid fights altogether (Invisibility, Ethereal Jaunt, Teleport among others). We fight what we have to, we avoid the rest.Laenor wrote:Sure.
But if the change is intended because the summon is deemed too powerful, let me just say that this change isn't the right change.
The right change would be to have different summons at CL lower than 25 / at CL 26+, and a 1mn duration/CL
Edit.: This also applies to Gate and Summon Monster VII-VIII-IX.
If you need to defend a keep by yourself, you can. You funnel all the enemies at the gate, then you cast everything you have, and leave a crater.
If you have a duel in your hands, you have the best tools to win it, and in fact, arcanists are the best pvpers around. They are way more difficult to steer than a melee gish or a WM/FB, but they are better if you play perfectly.
If, however, you want to fight endlessly, well, you can't be as effective as other classes. It's a trade-off, Laenor. If you want to mow a lawn of enemies over and over again, you picked the wrong class. When that becomes possible (like with CGU that never ends), you know there's a big balance issue. PM Summon is already strong, but of course you need to invest very much to get to that...VERY much (namely, CL and DC, and a very, very specific RP). That's balanced.