Give it a guarantee crit on Drill or Air Anchor.We already have that, it didn't help. Do something else. Idk. Thoughts?
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Give it a guarantee crit on Drill or Air Anchor.We already have that, it didn't help. Do something else. Idk. Thoughts?
If rDPS is skillfull and MCH can't be brought to BRD/DNC level, bring back rDPS?
Rework wildfire to take in account every teammember attacks and stick a cap to it?
Bring back dismantle and give MCH some defensive utility?
Give something that helps MCH to compete with the other ranged.
DNC can compete with BRD thanks to its healing. MCH simply is there, doing its best.
Give it two guaranteed crits on Drill or Air Anchor.
Crap. I'm out of ideas.
The latest (6.1) round of changes convinced me that either a) they don't understand, or b) they do, but they don't care. In either case, I don't have any reason to expect MCH to get any better in the near future so I'm shelving mine for now.
They need to decide whether Mch is gonna be a selfish dps or have support like the rest of rphys. Ive mained mch since HW, and think that some of the fixes lie in the abilities and functions of the old style. Give us back our turrets, its adding flavor and dps without just buffing the rotation. Give us a movement ability, we're the only job that doesnt have 1 that i can think of, maybe a grappling hook. make the battery gauge and heat gauge more synergistic, fix the ping issues involved with the job. Have AQ be something to build up too and not a glorified dot that you cant tell is doing something half the time and have it target what we target.
I say just rework it to go full Blitz from Dungeon Fighter online. It has some very good ideas and concepts involving a Class/Job that combines both a Gunner Job and Machinist Job into its fighting style
Blitz skill demo
https://www.youtube.com/watch?v=04wblW9CI4s
https://wiki.dfo.world/images/6/63/E...ransparent.png
But I like the current artistic direction.
And my tastes don't stick with what you're proposing.
I don't like a gunner dashing and jumping everywhere.
I'm more connected to a Doomguy/Blazkowicz that only have their legs to move, but carving a path with heavy weapons.
Machinist is just in one of the most cursed positions possible. On one hand, Physical Ranged have low DPS but bring good utility, but then Machinist wants to be a selfish DPS in such a role, it's so conflicting.
Since it is a selfish DPS in conception, it should just go more towards that route, generally by limiting mobility since that seems to be why people are so afraid of it doing more damage is because a mobile super damaging gun would just be too overpowered I guess. My document explains more but that's the simple version of it, either they would need to make it have way more utility but not anymore damage which would either not do anything or overshadow another job, or make it actually a selfish DPS with just a tiny bit of extra tools but not more than Dancer or Bard.
More details here in my document; https://docs.google.com/document/d/1...it?usp=sharing
Here's hoping.
Bump on this. Something NEEDS to be done. It's the most MEH job of all.
Additionally, the job ceiling is way too low - lowest of most classes, which gives the lowest optimal damage, as well. Pre-planning and fitting (almost) 3 hypercharges with wildfire and queen finisher into buffs doesn't reward you much when Drill, AA and Chainsaw do so automatically already and they're huge in power.
I got no problem with adding more complexity into the rotation or reshuffling potencies as long as the job ceiling is raised and the job's damage potential increased in case everything is done close to perfectly.
That is more of the Launcher thing from DFO....
https://www.youtube.com/watch?v=OruQnoi2XVE
Which MCH does mostly in its current design. Though could use a Railgun and ability to call down Orbital strike.
Honestly, there is a lot of potential ideas for MCH from both Launcher and Blitz.
Speaking of Blitz, the trailer does not really reflect on how players really play Blitz as he is more Master Chief/Doom Guy/Blazkowicz with a Deployable Bunker wall. He stays mostly in position behind the deployable Bunker wall to attack with his arsonal of light to heavy weapons (assault rifles, shotguns, SMG, and grenade launcher) while using attack mobility skills to get in and out for heavy hits and then use mobility skills to move around to dodge the heavy hitting AoE from bosses and return to position behind the Bunker wall by redeploying it.
The Bunker Wall mechanic is a potential for MCH if they seek to provide increase in damage without needing to add cast time to their attacks in PvE. Thus maintaining a position for heavy hitting siege attacks and normal attacks with their heavy weapons and gun behind cover for increase defense and attack while the Queen gets sent out to attack outside of cover.
While machinist is in a questionable design spot for balance when compared to melee and casters, in its own role, ranged this is the best they can make it without screwing over the other two classes or homogenizing the game further by giving machinist raid wide buffs.
My reasoning is that in the majority of groups machinist will contribute more to a raid than a bard or dancer would until you reach the 70-80th percentile where they begin to shine. Bard and dancer rely on a good party to contribute more than machinist, on top of optimizing buffs and damage on their own. It's fair that they would out damage the machinist given if it was the other way around there wouldn't be any reason to bring a bard or dancer since it wouldn't be worth the effort. You can see this in content where raid contributing dps doesn't scale as well like dungeons machinist is by far the best in it's role.
Machinists lack of utility is a fair point that is made I believe they could benefit from another skill similar to bards nature's minne unlocked at the same level and make it a small hot you can give to a party member. it wouldn't fix the class outright but it would give it a little something to bring that would help the party beside pure damage
That's a middle ground fallacy.
In the end, even if it's 1 instead of 2, there is a job getting screwed.
And we all know a job getting screw is not acceptable. If this is they best, they need to do much, much better.
MCH still only bring damage to the party and it's very bad at it.
Shouldn't be a pure DPS. Mechanics don't require phys-ranged mobility. We can't have too much damage due to movement freedom. Casters are becoming more mobile yet retain their utility and rdps. MCH gets none of it. We shouldn't be a pure DPS at all, so a rework in that direction would be the best course of action imo, or a change in fight design that starts to require our strengths again. Just today I was doing some below-min-ilvl Nidhogg Ex in preparation for DSR, and in that fight there's a baited mechanic on furthest target during add phase. Same for o11s as I mentioned in a previous thread, and other examples exist as well. All of it in old fight design.
SE are designing themselves into a corner and doing nothing to compensate on the job design side of things.