I feel like Wildfire isn't going to go anywhere, so MCH will always have that execution-heavy burn window in its kit. It would be nice if the window was more intuitive and open, though.
Perhaps they could blend the open Wildfire window of HW with the restricted GCD count of SB. Increase the WF window back to 15s, but add an additional trigger where WF automatically detonates after the 5th weaponskill used in the window (WF debuff has a counter that counts down the number of WS left before detonation). It would at least solve the latency-based issue for MCH. Overheat would probably have to be increased to 12~15s to compensate.
Definitely a byproduct of the move from HW to SB. Would be nice to have a bit more interaction from the turrets, like a CD order-to-attack that doesn't blow it up.
Hey what if, just for kicks, Ricochet was altered to target the turret? The MCH shoots a special shot at the turret that changes depending on which turret they have out. If the Bishop (AoE) is active, the the shot scatters and damages the area around the turret. If the Rook is active, the shot ricochets and strikes the turret's current target (more damage than AoE version).
Never experienced the 4.0 heat management, but I'd like to. It would certainly be interesting to actually play with managing heat between Wildfires.
Visually, Flamethrower is stunning. Mechanically, it has its use as to go-to-overheat button. But the aesthetic combined with how it's optimally used is terrible outside of the opener. I absolutely hate the "puff" (getting the one tick out to go into overheat). I'd be satisfied if the norm was 2 ticks of FT minimum, so it's at least held out for an entire second.
What if, alongside increasing heat from WS back to 10, FT had a scaling heat increase per tick? Say the first tick of FT adds 5 heat, then the second tick adds 10 (5×2) heat, and the third tick adds 15 (5×3) heat up to a maximum of 25 heat per tick. This way, as long as the user wasn't at 95 heat before activating FT, it would have to be held for at least one second to get 2 ticks out. The drawback with this would be that 0-to-Overheat would require 6 ticks (5s) of FT instead of the current 5 ticks (4s).
Could also reduce the base damage and throw in a stacking burn DoT (a la PvP) just for kicks. Each FT tick adds a stack of burn DoT (max 5 stacks) and refreshes the burn duration.
Agreed, hate it. Simplest change (as many others have suggested) would be to make it a trait at 52 that adds 5% damage dealt, then add the heat mechanic alongside Cooldown at 62. Have the barrel automatically reapply after Overheat's 10s lockout.
With it being called "Hot Shot", maybe they'll add some interaction with the heat gauge or something.


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