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  1. #1
    Player
    Ama_Hamada's Avatar
    Join Date
    Jan 2017
    Posts
    1,210
    Character
    Ama Hamada
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Syll View Post
    There are plenty of things I'd like to see changed about MCH, but complexity isn't one of them. Then again, I disagree with the overall philosophy Yoshi is espousing about simplifying classes. System mastery -should- be rewarded with markedly better results.
    Personally I would much rather MCH gets the different gun attachments and meaningful ammo use that the class was touted to come with on release..


    I have a hunch that if they removed the RNG, they would also remove the ability to 'hold' procs. I'm not always a fan of RNG not proccing, but I really, like being able to go 1> 2 > 1 > 3 >2 >3


    How can you claim it is 'never positive' when you have multiple people telling you that they specifically enjoy it?

    Further, I would argue that the complexity allows for a higher ceiling. By increasing the difficulty of the class, you are reducing the number of people able to hit that ceiling, and by making them outliers, you don't have to balance around them. On the other hand, making a job easy to play and easy to put out stupid high numbers makes that job the 'flavor of the month' and gets the rest of player base calling for a nerf.
    They can just keep the system with the current way of procs while making them 100%, should always happen but ammo gives a buff to damage. This way at least people that do not understand the job can at least do some respectable damage.

    There should be a way to allow basic rotations to pass the casual dps checks while keeping the complexly for higher dps to meet salvage dps checks. (and i mean this for all jobs, not just MCH)
    (3)

  2. #2
    Player
    Kazrah's Avatar
    Join Date
    Jan 2015
    Posts
    1,464
    Character
    Nonni Brilante
    World
    Moogle
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Ama_Hamada View Post
    They can just keep the system with the current way of procs while making them 100%, should always happen but ammo gives a buff to damage. This way at least people that do not understand the job can at least do some respectable damage.
    This is definitely one route of the option that should be taken for skills. Much like how SMN has damage phases of Aetherflow and Dreadwyrm, MCH could use the same treatment. This could be done either by Ama's idea of buffing the current filler to ensure ease of use or by having some alternate phase usable outside of that Wildfire window.

    The other option would be simply to change Wildfire so it's just a flat 25% damage buff and have it serve as the MCH version of Raging Strikes to give the opener more breathing space. Yes, there would be griping and moaning among the tens of MCH players out there, but it would ease button bloat and make the job more user-friendly.
    (0)

  3. #3
    Player
    EdwinLi's Avatar
    Join Date
    Aug 2013
    Posts
    4,887
    Character
    Edwin Li
    World
    Balmung
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Kazrah View Post
    ----
    Honestly, i am curious where they may take Machinist because it is a Weaving Job. With it already design to weave a lot of skills between skills they can either add more weaving skills for between or something that focus more on modifying the gun or new type of turret mechanic based on new type sof Turrets.

    Either way I am more interested in machinist's development in 4.0 than the other Jobs.
    (1)