Easy fix: Bio blaster 25 yalm range, 5 radius. It makes bio blaster into more of grenade launcher as opposed to a flamethrower.
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Don't knock scattergun. It's great for pushing people off crystals and a good way of telling someone to go shove it when used together with WF on a single target (since it counts twice for triggering WF).
But yes. Bioblaster really is clunky in the kit the way it is. What I'd suggest though would be to extend the range to 25y and have it affect the target and anyone around it (10y) instead of a cone thingy.
I don't use Bioblaster on an opposing group, only when my team snatches a play into our group then it's a good time to use it follow up by buzzsaw.
Bioblaster and Chainsaw are my 2 biggest annoyances
Chainsaw is just a waste 97% of the time and bioblaster has the issue OP listed
Bioblaster makes the rotation clunky but I dont find it to be that useless. Slowing one guy or a whole group can create opportunities for your team mates, and it can be useful in combo with wild fire.
I got a lot of kills out of the wildfire drill bioblaster scatter shot combo, people don't think much of it because it doesn't look very bursty at first other than drill and they tend to get caught unaware by the 3x increased wildfire hit that follows.
But yeah, it's clunky.
There’s a lot of things I don’t like about new MCH.
I don’t like blast charge, casting sucks and there’s no way to control when you overheat.
I don’t like scattergun, I’d prefer blank for an oGCD option.
I hate wildfire, if something is going to die it’ll be dead in 2 seconds and wildfire will never proc. I’d much rather have hypercharge to trigger overheat at will than have wildfire.
But bioblaster is absolutely the worst offender. All the other complaints can be mostly ignored as optional buttons. But bioblaster is a part of your main rotation that forces you into melee range as a job with very little in defensive options for a very weak effect. I always dread having to use this move because it’s a 50/50 on if I’ll even survive using it to get to the rest of my rotation.
I’m on board with the idea of analysis changing scattergun into bioblaster and removing it from the drill combo. That or change it to grenado shot.
I'm pretty sure the design intention was to lock some part of the kit behind a close-range move. It seems like every other Ranged class has something like this, Bard can only use his bind when 10y away from someone (Otherwise his whole kit screams "Stay away from me!" considering everything needs distance to increase potency), Summoner needs to dash in to get his big-boy Ifrit hits, Red Mage needs to sword, Dancers (I have no Idea, I haven't even set my Dancer bar yet.) And Black Mage needs to Burst to get that extra recuperate shield (And I don't know about you but my typical way of doing that is right after Manipulation into an enemy, can't waste a 12k potency hit just to get a silly shield.)
So I get it, I'm supposed to have a move that makes me close the distance. Can't we just have that be Scatter Gun? Or maybe Scatter Gun is not enough of the kit locked behind closing the distance, but if you also lock the machinery I'm down 3 of my 6 buttons if I don't get into the angry mob of people wanting to kill me. I can't use Scatter Gun (Because obviously), I can't use Bioblaster and therefore I can't use Analysis because locking machinery means also locking Analysis as a whole. So that leaves me spamming Blast Charge in the HOPES I get a well-timed Overheat window to throw Wildfire and MAYBE the target will be around some of his friend to cause some damage that would actually matter. Oh, and ofc, hope that people MIGHT stumble into my tiny, tiny Bishop so I can get that 10% mark.
None of our Kit has even something resemble a shield unless I bunk down under my Bishop, so why lock half my stuff behind closing the melee distance? Is that the Idea? That I'm supposed to always engage people at melee range while under Bishop?