Hey guys, I decided to create this thread because of the several doom threads on MCH of the last few days. I hope to make this into a constructive thread that someone in the dev team can hopefully use as a reference to fix the few problems MCH currently have (yeah I want to believe...), so please if I say something wrong correct me and give your constructive opinion as well. And I just like discussing about this stuff. Also, please forgive possible mistakes, english is not my native language.
The Good
1) This is purely subjective, but I think that MCH core gameplay at level 70 is extremely fun and pleasing to the eye. HW MCH felt very bland from an esthetic point of view and it got criticized for this...it almost feels like the dev team wanted to avoid those comments and just gave MCH flying satellites and giant homing bullets. This may look a little silly to someone but I actually think it's pretty cool.
2) CD alignment: simply elegant, CDs allow you to overheat for every odd numbered wildfire after the second one assuming a full uptime encounter and you always have full ammo at every wildfire. Makes sense and feels nice.
3) MCH is now less dependent on DRG and its disembowel debuff. Good. Having your DPS reduced by 10% only because there isn't a DRG in your party was terrible and in my opinion a very bad choice. To be honest, I was very surprised that ranged dps jobs didn't receive some tool to apply the piercing resistance down debuff. This kind of forced party synergy just leads to troubles when balancing the jobs and I think that MCH and DRG current issues have a lot to do with it, but this is another story.
4) Hypercharge now applying a vulnerability up debuff will hopefully put a stop to the silly full physical parties we had for creator speedrunning.
5) AoE damage: Flamethrower->overheat->rapid fire+ammo+spread shot spam feels nice. I don't know if it's optimal but it feels good
The Bad
1) Punishing job mechanic, namely the overheat mechanic. While I really like the idea of overheating to make the most of a wildfire session, accidently overheating is way too easy, especially in mechanic intensive fights. Furthermore, the punishment for it is out of proportion.
Suggestion: Cooldown (the skill of course) should decrease your heat gauge while in overheat to 25. Why 25? Because I fear that anything higher might result in overheating during every wildfire becoming optimal and this would make Flamethrower and Barrel Stabilizer totally useless. Also, add an auditory warning when you overheat. In mechanics intensive fights constantly checking your heat level is too stressful so you need some other way to understand whether or not you accidently overheated. If this happens, just use cooldown, hot shot and activate your flamethrower for 3 seconds and you're ready to go. This is still punishing, but not at the current, insane level.
2) Personal DPS: it's low, that's all there is to say. Not TOO low, but still I really don't understand why they thought that giving BRD higher damage and more party utility was a good idea. Considering that BRD is not punishing at all (the worst you can do is you forget to sing a song for a few seconds or mess up your iron jaws but the punishment for it is still very mild), this is a big deal.
Suggestion: since they clearly want Wildfire to be the focus of MCH gameplay, I say buff Wildfire from 25% to 30-35%. This should be enough to bring MCH dps into line with BRD's. Also, my highest Wildfire was about 12k...thinking back to 3.5 Wildfire dmg just pains my heart, please I want to see some decent number when that thing explodes.
3) Dungeons: AoE damage requires a lot of positioning. You have to place your bishop turret and hope that your tank sees it and doesn't start moving the mobs around too much. Even worse if you just used Flamethrower and and AoE pops under you a** or the aforementioned tank thinks him/herself a dancing queen and starts moving adds in circles.
Suggestion: let MCH use Flamethrower while moving.
The Ugly
1) Rook/Bishop Overdrive: yesterday I was doing an ex roulette with two buddies and while on TS one of them noticed the Turret Reset debuff and asked what that was. I explained that I made my Rook Turret explode when the boss' HP was about 2% and I had to wait 30 seconds to deploy a turret again. Then I said that the damage was 10k crit and we both burst into laugher. Seriously...I understand that this is supposed to be the MCH version of Tornado Kick but making it deal 5x(turret AA damage) is just silly. You have to time it perfectly if you want to gain around 5k damage, and while it is indeed a dps gain, it's just SO SAD.
Suggestion: increase the Overdrive potency to a little less than double, say 180% current damage. There's no reason in the world why a skill like this should be so ridiculously weak with such a ridiculously long (30 seconds) penalty, even more so the AoE Bishop Overdrive, especially when we have things like deathflares, akh morns, fouls and triple flares, guren and kaiten+tenka goken, rain of death+quick knock spam (ok it's rng if you have no empy but still dots on 3 mobs and the rain just won't stop) and God only knows what other kind of insanity on the jobs I haven't leveled to 70 yet.
2) Sub-level 62 gameplay. It's awful, a total clunky mess. Cooldown should be available as soon as the heat mechanic is introduced.