If we ever see another physical ranged job I actually expect it to revolve around equipping a crossbow.
If we ever see another physical ranged job I actually expect it to revolve around equipping a crossbow.
I would expect SE to give rifles/crossbows to MCH/BRD as secondary weapons or stances/buffs before expecting them to make entirely new classes for them. Less work and less inevitable complaints about homogenization.
With this character's death, the thread of prophecy remains intact.
I want a rifle job that shoots heals.
Tank and healer will probably be the two next jobs for 5.0 to balance all the existing jobs.
BTW, at the announcement of Heavensward I thought that the MCH will be a dual-gunner job. I was so hyped.
Finally I didn't play it often. Musketeer exists on FFXI and it's a dual-gunner job, so I hope it'll be introduce in the future. It'll be one of my main jobs for sure !
Are... are you sure? FFXI has only ever had two* gun-wielding classes: Ranger and Corsair. Neither one of them have ever had the ability to dual-wield ranged weapons so far as I'm aware.
FFXIV, has shown a dual-wielding "Musketeer" in a roundabout way with Merlwyb and there's even the guild in Limsa, but as that's been there since 1.0 I wouldn't bank on SE adding Musketeer just to utilize it (not unless Musketeer were a class and branched into a job).
*No, we're not going to count everyone who could equip a ranged weapon or would otherwise need to have RNG or COR as their sub to access ranged weaponskills.
With this character's death, the thread of prophecy remains intact.
The idea of adding a tank, healer, and still adding a dps job is very possible since turning mch into musketeer wouldn't take much work. Musketeer would use the same shooting skills and none of the turret stuff, the turret stuff gets turned into dual wield shots or other things like that. The most work in classes probably comes from animations and having to create level 1 to level 70 weapons in every dungeon/primal. But all that's been created for mch already so the ONLY work they have to do is add some 5-7 musketeer skills to replace the turret ones. I'd love for Yoshida/devs to do an official forum poll asking us if we want mch to stay mch or to evolve as a new job into musketeer, from that they can justify it even more.
I mean they've done everything they could to mch and no one plays that outside of the 1%-3% of the population that clears savage content.
Why leave something at the bottom when you can put real work into it and turn it into something would really work better.
I know they wanted to give us a Cid-like job but no, we wanted a Maelstrom/Limsa job.
Last edited by Ghastly; 10-24-2017 at 10:51 PM.
The changes you are proposing wouldn't make MCH more viable. The reason its doesn't appear used as much is because the other job class it normally has to "compete" against in a party composition (BRD) has a much higher degree of support utility while offering similar damage output. The endgame meta isn't chosen by visual appeal or whether or not a job uses a "Pet" or not. Its chosen based on a value comparison from skills on a utility vs damage output stance to assign values to jobs. Additionally SE cant just boost MCH damage without taking consideration that it will cause players to not want to use caster jobs due to having an extremely high damage output that isn't limited by cast bars.
Oh but that's where all your raid utility argument goes out the window....The changes you are proposing wouldn't make MCH more viable. The reason its doesn't appear used as much is because the other job class it normally has to "compete" against in a party composition (BRD) has a much higher degree of support utility while offering similar damage output. The endgame meta isn't chosen by visual appeal or whether or not a job uses a "Pet" or not. Its chosen based on a value comparison from skills on a utility vs damage output stance to assign values to jobs. Additionally SE cant just boost MCH damage without taking consideration that it will cause players to not want to use caster jobs due to having an extremely high damage output that isn't limited by cast bars.
Really, mch was better than bard in most of HW and yet it was still less popular than bard
So the argument of aesthetics, class theme, and fun to play actually matters more than raid utility. Raid utility only matters to those doing savage content, which in all the data shown is barely up to 3% of the population.
Raid utility can be added to any class on the basis of just adding it for the sake of it
Look at warrior, its shake it off skill was changed to a raid utility skill just because and it's not a hard thing to add to any class. Losing turrets and its support when you make it a musketeer job doesn't mean that the musketeer can't have raid skill. It could summon barrels just like the last boss of Hullbreaker isle HM and when those barrels explode they could give enemies vulnerability. It could also have a treasure chest skill from the same boss which gives damage bonuses to whoever opens the chests
The things are there for musketeer.........it's just a matter of going for it.
You can keep telling yourself that if it helps you sleep at night since you've convinced yourself this is why MCH isn't used as much as BRD and essentially refuse to listen to anything saying otherwise. MCH already have utility through their turret to inflict vulnerability however doesn't offer much beyond that outside of role skills that BRD has access to as well. MCH on its own is a fun job to play. However its outshined by other jobs which is something that generally happens on any game online or offline that utilize different characters or classes that occupy the same role or niche. Additionally if you are going to attempt claiming "data shows X%" how about posting us a source because despite being outshined I see MCH quite frequently even in end game/savage content. I've lvled both BRD and MCH. I find MCH more fun to play. However I end up using BRD more because it just does more.
Also using an NPC or boss in game to say the things are already there isn't an argument. The chests and the barrels are battle mechanics. Also NPCs frequently have access to skills a player will not which is evidenced frequently in the MSQ and job quests. Additionally some instances of NPC's having a weapon setup not available to players such as the dual guns pointed out earlier. Also rauhban dual wielded swords before and the ex pirate in the MCH quests that uses a 1 handed hatchet and a pistol.
If you want to focus on aesthetics far more players were asking for engineer from the FFT games as a gun user than there were for a musketeer or gun wielding pirate. So instead of crying they scrap a job because its not the one you wanted, figure out a way to work in the one you want without it just being a turret-less carbon copy of MCH.
Last edited by RitsukoSonoda; 10-25-2017 at 03:17 AM.
That is subjective. Objectively, you can only measure whether something is "fun" or not by looking at how popular it is relative to its power (or more generally, relative to its reward, because the principle applies to content as well). If something is unpopular in spite of being powerful (or having lots of rewards), chances are it's not very fun. On the flipside, if something is popular in spite of not being powerful, it's safe to say it's fairly fun. And if something is popular and powerful, or unpopular and weak, it's not possible to tell whether the effect is caused by the power or the enjoyability.
As for musketeers or rifle jobs in general, I feel that MCH is pretty much intended to cover that. The guns tend to be on the longer side and the new sprint animation is specifically meant for longer guns (it looks VERY awkward with the Makai Mortar or even the gunblade series). I doubt they'd make a new one.
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