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Thread: MCH buffs!

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  1. #1
    Player
    Idolon's Avatar
    Join Date
    Sep 2015
    Posts
    59
    Character
    Rinh Maimhov
    World
    Faerie
    Main Class
    Dancer Lv 100
    Having tested on a dummy for a bit now, I think these changes have made MCH more fun to play than in 4.05, but not nearly as fun as in 4.0. Heat management is now non-existent in perfect play. Unless you have incredibly high skill speed, there is no need to ever use Cooldown unless you are already overheating, which feels all sorts of wrong. Your shots naturally bring you to 85-95 heat before your next Wildfire with no need to ever reduce your heat, so then you just tap Flamethrower to overheat. We need something like 10 heat per shot, for ammo to not prevent heat gains, or a rescaling of the heat gauge numbers to make heat management interesting again.

    As mentioned by others, replacing Gauss Barrel and your turret are also just annoying things you have to do once the respective timer elapses, and are not really meaningful. Having Gauss Barrel reapply itself or Barrel Stabilizer apply it, and just disabling the turret instead of destroying it would be some very nice QoL changes.
    (7)

  2. #2
    Player
    Fannah's Avatar
    Join Date
    Aug 2015
    Posts
    514
    Character
    Fannah Loydera
    World
    Moogle
    Main Class
    Goldsmith Lv 60
    Quote Originally Posted by Idolon View Post
    there is no need to ever use Cooldown unless you are already overheating, which feels all sorts of wrong.
    There is need to use Cooldown when you want to keep attacking while you know the boss is about to change phase to don't overheat while the boss is invincible or untargetable. There is nothing wrong, and it feels like you didn't play it to believe we just straightly use Wildfire 100% of the time we can like if you never faced a monster about to die or a boss about to change phases, so you still want to attack but delay the start of overheat thanks to Cooldown. (I didn't say you don't play it, I really mean it feels like you forgot that part of the gameplay like if you didn't play it to never faced it).
    (1)
    Last edited by Fannah; 08-09-2017 at 04:22 PM.

  3. #3
    Player
    Elnidfse's Avatar
    Join Date
    Jun 2017
    Posts
    292
    Character
    Rigel Regulus
    World
    Tonberry
    Main Class
    Machinist Lv 70
    Quote Originally Posted by Fannah View Post
    There is need to use Cooldown when you want to keep attacking while you know the boss while change phase to don't overheat while the boss is invincible or untargetable.
    Not exactly. If you don't make a fight rotation that uses wildfire every time it's up you're going to lose a wildfire and lose damage over the course of the entire fight.

    I don't believe the 10 heat to be a good thing just with the former system. Let's think about it, it's like asking awareness for a poor little free slug shot not even providing something special. Sure, why not having 10 heat per heated shot, but I wish we had something more to do than just a free slug shot, like it would change everything. Remember it's just 40 bonus potency compared to Split Shot... with no chance to proc a Clean Shot.
    It was a guaranteed step of your combo. 3 cooldowns are equal to a 1-2-3 without any of the RNG. On basic math alone it's better than the 25% chance you have of getting to clean shot on proc's alone. It also had a very clear place in it's job in heat management
    (1)
    Last edited by Elnidfse; 08-09-2017 at 04:57 AM.