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  1. #1
    Player
    AvenoMatt's Avatar
    Join Date
    Apr 2017
    Location
    Limsa
    Posts
    310
    Character
    Avnus Vabruyt
    World
    Diabolos
    Main Class
    Machinist Lv 90
    I haven't played Machinist that much but it's one of my top jobs because I find it fun. I like how the 123 combo is rng because it can make the combo feel less repetitive and makes getting your full combo feel all the more rewarding.

    I do agree that it could use less button bloat but i feel like that can be done by removing some of it's debuffs like Leg Graze and Foot Graze. There are already a lot of classes that can cast heavy and bind and for the most part I rarely find myself using them.

    An issue I have with machinist is the turrets and that for the most part I summon it and leave it allow. I think adding more utility to the turrents would be great but button bloat is an issue and as someone who plays summoner button bloat is real if you wanna have control over your pet. Which is why I think giving the turrets shared command with differing effects would be the best solution and I think to really lower button bloat tie utility already in the machinist tool set to the turrets.
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  2. #2
    Player
    Serilda's Avatar
    Join Date
    Feb 2015
    Posts
    1,885
    Character
    Renard Lefeuvre
    World
    Yojimbo
    Main Class
    Alchemist Lv 90
    I understand that some people enjoy weaving half a dozen effectively-identical buffs in between skills but the button bloat problem really is frustrating on a pad, and my skill level would increase vastly if I wasn't wrestling with the interface. The same level of weaving can still be achieved by having fewer skills (that you need to activate more frequently) instead of lots of different ones, so it's down to the team how they implement things. It doesn't have to be dumbed down completely just because redundant abilities are combined and the inherent penalty for having a larger ping is addressed.

    I don't mind the RNG mechanic particularly, it's true that it feels lame when your luck abandons you for too long but hopefully they give us additional tools to react to that in the level cap bump.

    Quote Originally Posted by AvenoMatt View Post
    Which is why I think giving the turrets shared command with differing effects would be the best solution and I think to really lower button bloat tie utility already in the machinist tool set to the turrets.
    I'd really like this (I really don't understand why SCH fairies both have separate Embrace commands, it's like they hate controller users who want to get the most out of their jobs). Since macroing sucks, having the ability to optimise bars baked into the actual abilities is helpful and avoids some people leaving situational abilities off their bars entirely because they don't have enough room.
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