Results 1 to 10 of 59

Hybrid View

  1. #1
    Player
    Magic_Fork's Avatar
    Join Date
    Mar 2017
    Location
    Ul'Dah
    Posts
    10
    Character
    Arkway Evermort
    World
    Louisoix
    Main Class
    Gladiator Lv 70

    I sumewhat agree

    What kind of firearm weilding class dose the lowest damage in a game wile having the suport that a rubber duck has to you shampoo bottle at home. I can only hope that the dev team take a closer look at where they actually want this class to go in the future and what role they want it to play.

    The Heat Gauge.
    I personaly never overheat as the 10% damage boost it gives just dosnt feel like enough to compensate for the ten second cooldown time and loss of damage that comes bacause of it. I will admit that. The new heat gain times do give you more time to keep an eye on other things rather then stairing at the guage all the time.

    It's not all bad though
    I dont know exact numbers but MCH AOE damage seems do be dooing ok if used in the right way. I agree that MCH has gotten easyer since HW, but I dont think it's a bad thing as it gives new players to the class more room for error and later more time to test new rotations.
    (0)
    Anyone got any ammo?

  2. #2
    Player
    Elnidfse's Avatar
    Join Date
    Jun 2017
    Posts
    292
    Character
    Rigel Regulus
    World
    Tonberry
    Main Class
    Machinist Lv 70
    Quote Originally Posted by Magic_Fork View Post
    What kind of firearm weilding class dose the lowest damage in a game wile having the suport that a rubber duck has to you shampoo bottle at home. I can only hope that the dev team take a closer look at where they actually want this class to go in the future and what role they want it to play.

    The Heat Gauge.
    I personaly never overheat as the 10% damage boost it gives just dosnt feel like enough to compensate for the ten second cooldown time and loss of damage that comes bacause of it. I will admit that. The new heat gain times do give you more time to keep an eye on other things rather then stairing at the guage all the time.

    It's not all bad though
    I don't know exact numbers but MCH AOE damage seems do be dooing ok.
    If by "ok" you mean... less than optimal I'll agree
    To explain:
    Our optimal aoe rotation if you're not going to be burning hypercharge WAS spread until 100 heat. Spread until 1 second left. Snapshot flamethrower and ride that wave
    Our optimal rotation if you're not going to be burning hypercharge STILL is spread until 100 heat. But getting there takes twice as long since the changes. When running dungeons with my FC it's not uncommon for my sister DPS and healer to pull well over what I can do. And the only compensation to this, our overdrive -> bishop overload is on the same 120 second cooldown as our hypercharge. The only icing on this cake is that overload is actually good given that it does not suffer from falloff that our bishop turret inexplicably does. And if you can just wait 2 minutes between pulls and 30 seconds after you finish a set with overload you'll have great(!) aoe. That's sarcasm
    The real fact of the matter is that without any ability to multi-dot and a bishop turret that does not perform the function of the dot that we lost, our AoE in situations where there's a burn phase with targets in distant positions or AoE in any raid where you don't want to OH because of obvious reasons is actually kind of mediocre.

    This is to say nothing of our AoE pre 70. Or heaven forbid you go do a roulette.


    I don't think it's a bad thing as it gives new players to the class more room for error and later more time to test new rotations.
    Aside from the low damage output, the neutered heat gauge certainly makes it more accessible for the handful of MCH that couldn't manage heat before, sure. And yes the downsides of mismanaging heat was terrible. But this was because the PAYOFF was terrible. Regardless, they certainly aren't going to have an easier go at clearing anything with a modicum of difficulty given that you have to play well above the skill levels of your allies relatively in order to compete.

    see the class and how it should be played too differently for SE to make any stable and productive changes.
    If they make changes based on feedback the reduction of MCH post patch should help keep it back to where it was before in regards to playstyle. The MCH was designed around it's heat gauge. Removing the need to manage it gives it it's very own identity crisis where the changes are counterintuitive with the philosophy of the job stated by yoshi-p himself in an interview. It's easy for anybody with eyes to see the problem when your job gauge which you are balanced around becomes an afterthought.

    The bigger problem is that if you don't want to overheat in most content, you don't have to and probably won't suffer much of a dps loss. If it impacts your performance you can opt to ignore it in all content and suffer a negligible dps loss. With the stupefying changes of the job using this context, this renders barrel stabilizer, flamethrower, and to a lesser extent, cooldown completely inert. 3 of our abilities that we gained from 60-70. See the issue here?
    (1)
    Last edited by Elnidfse; 07-22-2017 at 11:19 AM.

  3. #3
    Player
    Magic_Fork's Avatar
    Join Date
    Mar 2017
    Location
    Ul'Dah
    Posts
    10
    Character
    Arkway Evermort
    World
    Louisoix
    Main Class
    Gladiator Lv 70
    I ment better AOE DPS then before, but still poor. I would have rather they not put the heat gauge in and just made the heated shots a stance with the cosy of your mobility wile useing skills atleast then I wouldnt be having to constantly keep tabs on yet another thing during battle. I cant see how the heat guage Fits in withe the support, utility and DPS that we have atm.
    (0)
    Anyone got any ammo?