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  1. #5
    Player
    CosmicKirby's Avatar
    Join Date
    Oct 2013
    Posts
    543
    Character
    Lulumia Lumia
    World
    Balmung
    Main Class
    Machinist Lv 80
    Quote Originally Posted by EdwinLi View Post
    I say Slap on a Gunblade Mod skill that can be used on level 1 but unlocked in 4.0 or 5.0 or etc that completely changes the Machinist Job combat style into a Melee DPS Job.
    Eww, Why, how, in what world is this a good implementation of it? Changing a ranged to a melee for no reason is shortsighted. As it's said here (in brief, so benefit of the doubt) it's implying you just want it to be a damage gain overall, which is also a poor idea.
    This is equally as bad of an idea as adding a feature that makes NIN turn both of his daggers into a double-sword so he can fight like Darth Maul. Just add a new job if you want something like that. Much less there's no way they can make this look good with actual gunblade models, Gauss Barrels look tacked-on, so would this.

    Quote Originally Posted by EdwinLi View Post
    Include Damage buff to the Gunblade Mod and replace the RNG mechanic in Gunblade mode with a Heat Mechanic focus on using Ammo to boost the Damage of attacks with Explosions just like how Squall uses his Gunblade.
    This sounds a BIT like some of the early articles for Heavensward. Saying that Ammo is spent on certain attacks and MCH players have to decide how to spend ammo. (This was apparently communicated poorly, or changed heavily. ) Any MCH player knows that there's only 2 real uses for ammo, your combo chain and AoE burn phases with no other decisions to be made.

    A heat mechanic/resource could be neat. Why are we latching it onto MCH? What does it have to do with turrets? For whatever reason, they didn't give us a cool cowboy gunslinger. They gave us a nerd with a lunch box full of turrets, gizmos, and gadgets, they should be involved here. They should be the focus.

    I disagree that RNG has any heavy effect on overall damage output. The amount of GCDs you go through tends to even itself out (See, the Law of Big Numbers). In a fight of about 300 GCD or more, you're only losing an average of 30 potency on a lost 'flip' that doesn't proc Clean or Slug shot. It's not that great of a loss.

    Quote Originally Posted by EdwinLi View Post


    As much as I enjoy playing Machinist as my main character I can agree with the Majority that the major fault of Machinist is that it depends too much on RNG which has damaged the reputation of the Job badly enough that no matter how much SE can buff its damage it would not bring enough players back into considering Machinist as a Main or Sub played Job.
    I'd say that the perception of them being RNG has damaged them, as this was the case in earlier patches. I don't see it as holding true since Midas. Any mathematical or statistical evidence I've seen doesn't suggest that's the case anymore. It might be the felt perception of it (which matters for popularity to be sure) but it's not the reality of the matter.

    I don't really care or mind how many people play MCH, that doesn't hamper or benefit my enjoyment of the class in any way. They use a gun, I like guns, that's about the extent of it. What does hamper my enjoyment of them is a lot of their flavor and story choices, but I don't think turning them into Squall would begin to fix that, nor would it be a good direction for them to take.
    (2)
    Last edited by CosmicKirby; 03-31-2017 at 09:53 AM.