Hello!
I was waiting to post my opinions about Machinist until I got to 60; however, it seems there are numerous MCH at 60 still affirming the issues I'm having with MCH at 54. I have not seen many posts here on the forums about it for some reason, but I wanted to bring this to official forums because reddit is pretty packed with very similar posts regarding issues with MCH.
I'll very briefly break it down here, but I strongly suggest if you have any interest in this, or would like to bring forth an argument, please read these posts. They provide a much more indepth argument than I do. Also, if you're just going to post, you don't know how to play, it needs more time in endgame, etc - either play MCH with a decent DPS friend and see how bad it is, or have a MCH friend and play with them to see how bad it is.
We're not making this up, these are real problems.
Lastly, if you're a MCH and you post, "I'm not having any of those issues...," please post your rotation and tell us what you're doing. I've tried SEVERAL rotations and still find the same problems.
Here are some of the major issues plaguing MCH at the moment (some of these are my personal observations others are from reddit posters):
- Overal Damage is too low
- Too much work for little reward
- Some skills are completely useless to have
- Ammunition cooldowns are bad
- Too much RNG
- Only once source to proc basic combo skills at 50% proc rate (seems high, but I hardly ever have procs while quickload / reload are on cooldown, compared to the 3 sources to proc bloodletter - 2dots and weaponskill)
- Wildfire is not optimized in game (supposedly double defense reduction, the only skill that gets it)
- Must play class perfectly just to achieve moderate output compared to other DPS
- No self heal (Second Wind / Cure, Thanks KylePearlsand for pointing this out. Second Wind has saved my life countless times on BRD in raids and I've definitely been missing it on MCH)
Here are some indepth links I strongly suggest taking a look over. It's extremely surprising to see how poorly balanced this class is compared to every other dps out there.
- http://www.reddit.com/r/ffxiv/commen..._on_machinist/
- http://www.reddit.com/r/ffxiv/commen...ist_real_talk/
- https://www.reddit.com/r/ffxiv/comme...damage_vs_brd/
- https://www.reddit.com/r/ffxiv/comme..._doesnt_exist/
[EDIT]Here's a more updated post from reddit: http://www.reddit.com/r/ffxiv/relate...t_dps_testing/
Also for those saying it's not that bad, even some of the JP community is in an uproar about MCHs and are abandoning the class all together, here's a read from reddit: http://www.reddit.com/r/ffxiv/commen...ut_the_mchbrd/
[EDIT] Also, here are 2 more threads on the official forums discussing the issues with MCH:[End EDIT]
- http://forum.square-enix.com/ffxiv/t...s-Changes-HERE
- http://forum.square-enix.com/ffxiv/t...to-level-42%29
Whether or not these points have been properly proven in game or not, there is quite a large group of Machinist players that feel this class needs to be looked at. That alone, imo, requires some attention from SE. Hopefully we'll get it sooner than Warrior's / Dragoon / Summoner buff when players were saying very similar comments.
Just one more thing, I understand this class hasn't been out but for a few days. I fully agree that there is much more testing to be done; however, those that are playing this class that I've read are putting 100% attention and effort into playing it at its peak. I, for one, am constantly working to play this to its max potential. That may not mean much to some, but I'm certainly not playing this class like i would any other DPS.
Thanks for the read
[EDIT] The previous reported numbers have been adjust to reflect MCH is on par with BRD. However, both BRD and MCH DPS are also recording lower than tanks atm. Here's a more updated recording of MCH numbers as reported from reddit.
https://www.reddit.com/r/ffxiv/comme...t_dps_testing/
Here are my suggestions for fixing this class:
- Lower the GCD / Casting time to so we can spam Split Shot more
- Increase the proc chance between Split and Slug to 75% or 80%, leave the proc chance between Slug and Cleaner alone
- Lower the Cooldowns on Reload / Quick Reload
- Make Wildfire cut through all defenses (it's getting hit with 2 defense reductions, the only move that does that in the entire game)
- Add a self heal somewhere (like second wind - passive that lowers CD on potions and increases its effect)
- Combine footgraze with knockback, otherwise the skill is pointless (leg graze (30s slow) shares CD with foot graze (2sec bind) and it just adds an extra button that is not needed, making the class more convoluted than necessary)
- Increase all of the overall potencies of weaponskills
- Increase all of the overal potencies of Turret to do more damage
Personally I think 1 - 6 should be done straight off the bat to make MCH comparable to other dps. Either do 7 or 8 but not both.
[EDIT]
I apologize for making this original post longer, but here is a fundamental argument brought up by another poster, Ramath, that I feel is so incredibly important to take into consideration when talking about ranged dps and balancing damage / nerfing damage:
"I'm still at a loss as to why BRD and MCN are being accepted as lowest dps in a party composition. BRD and MCn still take up a DPS slot. Shouldn't they be expected to pull their share of the DPS responsibility?
"BRD and MCN can buff the other DPS in the party."
-Well, sure, but doesn't DRG and WAR do the same thing? BRD gets a penalty for buffing others by lowering their own. MCN can only do it for 15 sec out of 90. DRG keeps theirs up 100% (ideally.) MNK can boost healing effectiveness for the party. NIN can boost damage for the party for a time, as well with Trick Attack:
"BRD and MCN can always attack and don't have to stop moving."
-Neither does my DRG... Yes, I know I'm limited to melee range, but having cleared T1-13 on my DRG, having to stay out of range during times when the boss was still targetable and attackable was EXTREMELY rare. With two different gap-closeres, my DRG never stopped hitting. Besides, my SMN is able to keep up an extremely high percentage of its damage while on the move, as well. Not to mention the fact that, guess what, BRD and MCN have to stop moving now, too, for WM and GB.
"MCN has so many other abilities to affect the fight."
-In theory, but not in practical application. Almost every boss in the game is immune to stun, silence, knockback, heavy, and bind. That's five of our abilities we can't use in a boss fight, and almost all of our utility. Sure, we get a defensive cooldown that nerfs the boss, but so does SMN...
"BRD and MCH can give tp/mp to other classes."
-So can NIN. On top of that, I was always expected to manage my own TP as DRG and MP as SMN. Yes, our BRD was there to sing for our healers, but since when does that increase our DPS? The times when our BRD played a TP song to help regen the TP of a DPS who died, it never increased my ability to deal damage as my DRG. Having to stop dealing damage to help a party member, sure, that sounds 100% logical. But when I'm not helping my healers, why am I still sitting at the bottom of the list, undisputed?
Yes, BRD and MCN are different from the other DPS, as they should be. I don't expect every job to play the same. I DO expect, however, that every role be able to perform on the same level. All healers should be able to keep their party alive. All tanks should be able to survive getting their face smashed in. All DPS should be able to keep up their share of the required DPS checks.
The days of MMO's being filled with large, open-world bosses with the ranged DPS standing up on a rock to height-mitigate damage, are gone. No longer do the melee have to constantly 'joust' to avoid constant spam of 360-degree AoEs. Why are we still treating ranged DPS like this? Having played both ranged, caster, and melee dps in T1-13, the argument that the backline has to move less is complete garbage. I had to move MORE as a BLM and SMN than I ever did as a DRG." -Ramath