Wow. Why did you not send these ideas to SE before they released MCH? This sounds a lot cooler than what they have in there already lol

Wow. Why did you not send these ideas to SE before they released MCH? This sounds a lot cooler than what they have in there already lol
YouTube.com/c/iBluairjgr
As much as I like their Chess-related names. My FC and I have permanently dubbed them the "Drilldo" and "Disco Ball".
because I had no ideal how MCH would work beofre release.
Originally it was said MCh was going to build up their Ammo and if they had Max ammo any additional Ammo added would super charge that ammo to allow MCH to perform more damage from their skills. However, MCh turned out differently than what was said sadly.
As for the Turret guess I have here in my OP, I just build on what we have currently with turrets and put them into positions that would suit their names and possible abilities that MCH is currently lacking in like...
SELF HEALING! *fliptable*


I actually had an idea for having a single turret with multiple "stances" (promotions) instead of having to different turrets. Depending on the stance, each would provide something different-- some healing, a party buff, enemy debuff, TP/mp regen, etc, but couldn't be used at the same time. And would take MP. The differentIt would have made it feel more support like than the long cooldowns we have now. The promotions would be named after different chess pieces.
While I like the idea (and i have not played MCH) it seems a bit strong doesnt it? To have 4 more units striking a target, unless the damage is split 1/4 between your main turrent I guess?-Pawns - summon 4/8 mini turrets that attach/follow to each party member each hitting that player's target with a single target attack. Can be used when Rook or Bishop is out as well but replace Knight if Knight is being used. In Support Mode it provides a boost in healing recieved.
Well the concept of Pawns is to be a turret that attach/follow each member of the party.
However, following the chess piece concept of pawns they are the weakest of the chess pieces next to the King.
What gives the Pawns strength is their numbers so by concept pawns potency will most likely be weak, around 20 or 30 potency per pawn turret, but it is their number that makes up their strength.
So if Pawn is used solo the pawn is only a weak 20 potency.
However, if you are in a 4 member group each member will get their own Pawn turret which each will do 20 potency, of the MCH damage, on the enemy target they attacked which if they focus on one enemy will be a 80 potency (20 potency per Pawn hit).
In a 8 member group each of the 8 members will get their won pawn which result in 160 potency, 20 potency per pawn, if they focus on one target or aid the party members with killing their own target.
This would make Pawn more ideal for group content such as dungeons, Raids, or Trials but not ideal for soloing which is why Knight serves to cover the Solo part being stronger than Pawn with maybe a 80 or 100 potency.
However, a weakness in the group use is that Pawn is only at its best if the group don't end up dying too much since Pawn will most likely require the player it is attached to remain alive for it to attack.
Last edited by EdwinLi; 07-23-2015 at 04:26 AM.
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