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Thread: 4.0 MCH is Weak

  1. #81
    Player
    Tokyozombie's Avatar
    Join Date
    Jul 2015
    Posts
    28
    Character
    Alex Flowerchild
    World
    Lamia
    Main Class
    Warrior Lv 90
    I love Almost everything they changed for MCH. The heat gauge doesn't bother me because all i need is the number and I love managing heat. I love being able to move and do consistent damage so I don't mind being lowest dps. What I do mind is that BRD outclasses MCH in both DPS and utility. I would love for MCH utility to be in par with BRD but it would probably be easier for the dev team to up the MCH damage. I agree 100% with the damage changes in OPs post.
    (6)

  2. #82
    Player
    Id_Slayer's Avatar
    Join Date
    Sep 2013
    Posts
    63
    Character
    Lacaan Vasiim
    World
    Cactuar
    Main Class
    Archer Lv 92
    Having Played MCH at 70 more and done some dungeons alot...and having spent a lot of time on the level 70 dummies...here's my thoughts on what I'd like to personally see changed:

    1.) I'd like to see something done with flamethrower. It seems like it was a decision made because it sounded cool but didn't 100% mesh with the job, but they needed to have -something- else other than barrel stabilizer, and somehow this was just the best thought put forward, but not really the -right- thought(solution)

    2.) Gauss barrel should be available at a much lower level, like level 30. At level 30, it should provide 5% dmg increase to all actions, with a trait at level 64 to increase it to 10% while between 50 and 100 heat. This solves the lack of proper development planning for using the job at lower level dungeons(a), rewards good MCH with dps increase maintaining 50-99 heat(b), and the 10% should carry through into overheat, so we also get the overheat % increase to make it more worth-while(c). This also boosts wildfires so they should hopefully be closer to Sam's omgwtfbbqslice' slash move.

    3.) Cooldown should be available at 30, removing 10 heat or 15 heat. At 62 a job trait should increase the amount of heat to 25 like it is now. This maintains the current design, but fixes the failed planning to address the job's functionality at lower levels.
    (3)

  3. #83
    Player
    CosmicKirby's Avatar
    Join Date
    Oct 2013
    Posts
    543
    Character
    Lulumia Lumia
    World
    Balmung
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Id_Slayer View Post
    Having Played MCH at 70 more and done some dungeons alot...and having spent a lot of time on the level 70 dummies...here's my thoughts on what I'd like to personally see changed:

    1.) I'd like to see something done with flamethrower. It seems like it was a decision made because it sounded cool but didn't 100% mesh with the job, but they needed to have -something- else other than barrel stabilizer, and somehow this was just the best thought put forward, but not really the -right- thought(solution)
    What really bites with Flamethrower, is that it's basically the first Skill that FF's first "Machinist" Edgar would use back in FF6. And yet it clashes with the kit pretty hard atop of being super underwhelming.
    (1)

  4. #84
    Player
    GmW's Avatar
    Join Date
    Jun 2017
    Posts
    7
    Character
    Artemis Greave
    World
    Mateus
    Main Class
    Machinist Lv 61
    been watching and reading a lot on MCH since SB, loved the job style etc, many problems though!

    end-skills not satisfying enough, comparisons are discouraging...

    BRD has utility, dps, many skills to choose from, MCH feels 1-2-3 centric.

    also, it has turrets!

    maybe make turrets useful? SMNs were reworked to make them more pet-centric like a SMN should be! So maybe MCH should be reworked to be more turret-centric? right now, turrets are so -place-and-forget-its-there.... even more then before in HW!

    HALP! lol
    (1)

  5. #85
    Player
    RichardButte's Avatar
    Join Date
    Mar 2011
    Posts
    1,107
    Character
    Richard Butte
    World
    Hyperion
    Main Class
    Machinist Lv 90
    Quote Originally Posted by GmW View Post
    been watching and reading a lot on MCH since SB, loved the job style etc, many problems though!

    end-skills not satisfying enough, comparisons are discouraging...

    BRD has utility, dps, many skills to choose from, MCH feels 1-2-3 centric.

    also, it has turrets!

    maybe make turrets useful? SMNs were reworked to make them more pet-centric like a SMN should be! So maybe MCH should be reworked to be more turret-centric? right now, turrets are so -place-and-forget-its-there.... even more then before in HW!

    HALP! lol
    It'd be nice if turrets did something else other than auto attack, have ONE "command" attack, and blow up on cue.

    As folks have said, they're basically place and forget DoTs right now.

    Back in ARR, one of the things I liked doing with SCH was actually moving the pet into different positions to maximize its AoE potential. If the turrets can hover in place, I've no idea why they can't also move.

    Hell, maybe what MCH needs is just to be a full-blown pet class...
    (0)

  6. #86
    Player
    Kleeya's Avatar
    Join Date
    Mar 2017
    Posts
    1,183
    Character
    Kleeya White
    World
    Shiva
    Main Class
    Machinist Lv 100
    Please no. If i wanted to micro manage a pet i would have go for summoner or scholar. Not to mention that when you see how much people are complaining of the recent changes, it would be way worse if the job was becoming something even more entirely different. You would be better launching another engineer new job than can order giant mechas and armored robots hounds around (not sure if that would fit the lore though XD).

    Turrets are already more than place and forget dots. Too many mobs spawning right next to you ? Place a bishop turret on them, dont aoe the mobs yourself, and here you have a mini tank taking aggro of the ennemies while you pick them one by one from afar. A tank moving a pack of mobs too much, a boss who can toss your turrets aside or is hitting so hard that he destroy them ? You have better not forget to replace one in attack range if you dont want your dps to go down. All the mobs of a pack minus one are dead ? Dont forget to switch to a rook one. Actually they are more interactive than you said, and you have better not totally forget them.
    (1)

  7. #87
    Player
    Id_Slayer's Avatar
    Join Date
    Sep 2013
    Posts
    63
    Character
    Lacaan Vasiim
    World
    Cactuar
    Main Class
    Archer Lv 92
    Ya the Turrets are fine except the new turret feature is to make it even more punishing on your overall DPS output by taking the robot away until it gets 'repaired'. Yoshi PLEASE. D: Why have you allowed the Dev team to put machinist back into the dark ages; into the same meta position as it was in heavensward 3.0? Bottom of the barrel DPS, with a higher degree of difficulty to the rotation than other DPS(more punishing if you mess up) and one or two things that just don't make sense. You had it all figured out in 3.5! Anyway, I'm off to curse my fate and grumble because I love this job and want it to be useful, but right now it's just frustrating and not as useful...*curses the black plague while destroying love apples as his dark ages mch job*
    (0)

  8. #88
    Player
    RichardButte's Avatar
    Join Date
    Mar 2011
    Posts
    1,107
    Character
    Richard Butte
    World
    Hyperion
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Kleeya View Post
    Turrets are already more than place and forget dots. Too many mobs spawning right next to you ? Place a bishop turret on them, dont aoe the mobs yourself, and here you have a mini tank taking aggro of the ennemies while you pick them one by one from afar. A tank moving a pack of mobs too much, a boss who can toss your turrets aside or is hitting so hard that he destroy them ? You have better not forget to replace one in attack range if you dont want your dps to go down. All the mobs of a pack minus one are dead ? Dont forget to switch to a rook one. Actually they are more interactive than you said, and you have better not totally forget them.
    You just described the exact way SMN positions its ranged pet.

    It would literally be the exact same number of buttons to do everything, only that the turret would hover around beside the MCH when it doesn't have a command issued.

    And yes, that would open the door for more interaction and synergy between the MCH and their turrets, but babysitting a turret is, IMO, much more fun than babysitting a heat meter.
    (0)

  9. #89
    Player
    Greedalox's Avatar
    Join Date
    Jul 2015
    Posts
    1,285
    Character
    Blufnix Greedalox
    World
    Diabolos
    Main Class
    Machinist Lv 90
    Quote Originally Posted by RichardButte View Post
    but babysitting a turret is, IMO, much more fun than babysitting a heat meter.
    It's not really babysitting when you develop a good sense of your heat. It just takes a bit of practice.
    (0)

  10. #90
    Player
    Johaandr's Avatar
    Join Date
    Nov 2015
    Location
    Ul'Dah
    Posts
    642
    Character
    Bell Jee
    World
    Phantom
    Main Class
    Scholar Lv 90
    I kinda miss the old mch xD the overheat is frustarting
    (4)

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