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  1. #17
    Player
    Elnidfse's Avatar
    Join Date
    Jun 2017
    Posts
    292
    Character
    Rigel Regulus
    World
    Tonberry
    Main Class
    Machinist Lv 70
    Quote Originally Posted by RiceisNice View Post
    I don't know, i feel like having it up every minute makes MCH more engaging than doing my 1-2-3 for 70 seconds after a wildfire, on top of it not lining up with reload. Like I mentioned earlier, if they want to bump up MCH damage, I'd rather it be done through their heat mechanic and give that more meaning than just tacking it on.
    I don't think 3.x wildfire was tacked on and it worked that way.

    There are other ways to make the job more engaging, as with the aforementioned heat mechanic. Wildfire should not be something that's just part of the rotation because that brings us to 4 buttons we only use when wildfire is up. Wildfire, Reassemble, ricochet, and Rapid Fire. It also lowers the impact of each individual wildfire. Wildfire should be an impactful part of our rotation, not just another bit of it. It's worked that ways for years before it was arbitrarily assigned the role of DPS filler. It's not even the hardest hitting ability in our arsenal, that goes to turret overdrive, which also has the benefits of being able to crit and/or direct hit. (though I should mention that this is only in a pre jump situation. Of course turret overdrive doesn't even compete normally)

    That's backwards.
    Wildfire should always be the most damaging ability in our arsenal. This isn't a MCH damage statement. It's a wildfire damage statement. I'm not saying that "to raise MCH damage they should focus on wildfire". I'm saying "wildfire should do more damage no matter what in our damage they have to cut". It should return to it's 3.x days because it sure as sin was what we were balanced around. By removing all impact/punishment from wildfire it removes it's bite. A MCH absolutely should be affected if a boss jumps on a wildfire. Making everything easy for the sake of convenience is not good design. It cheapens the reward for doing well.
    Moreover:
    Out of the entire raid only V4 has any kind of jump that you have to care about. Alte Roite, Catastrophe, and Halicarnassus have very few things that would end up negatively impacting your wildfire in any significant way. And it's not as if the lower timer allows us to throw it on burn targets anyways (like V3S adds) as they die faster than that 10 second timer on top of whatever setup you have left. Of course primal's have jumps and that's been a thing we've dealt with for years but when balancing passes are expected, what do we always hear?
    "Wait until the raid." Primal fights matter very little when it comes to balance, it seems.
    And on the topic of engaging, we had that in 3.x too with our ability weaving, fight timers, and an actual proc based gameplay that you actually could take advantage of.

    Doing the same thing every wildfire at all times is not engaging, it's binary. And that's what a simple heat tweaking would be. More binary changes to what was once an engaging job.
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    Last edited by Elnidfse; 07-27-2017 at 02:22 PM.