Waiting for the +0,5% on Hypercharge lol.
Waiting for the +0,5% on Hypercharge lol.
Ya know, I get the gripes with it, but speaking plainly, aside from just making the windows a bit more forgiving, as even on good ping it's possible to miss it due to server ticks, I don't have a problem with the Job's flow.
I'd like more things to do during the build up phase, but I rather like the overheat / wildfire phase. The 10 seconds or so prior when you're gauging your set up while dealing with mechanics is the closest I've had to a good flow of game information and adjusting to it.
There's nothing like reloading in the middle of battle.
It really is a lot depending on the fight, but I think it's taught me to be better on my feet in general. Like being focused on my hotbars during overheat wildfire while still dodging stuff on screen, since nearly every major mechanic happens in a wildfire window. Fun stuff lolYa know, I get the gripes with it, but speaking plainly, aside from just making the windows a bit more forgiving, as even on good ping it's possible to miss it due to server ticks, I don't have a problem with the Job's flow.
I'd like more things to do during the build up phase, but I rather like the overheat / wildfire phase. The 10 seconds or so prior when you're gauging your set up while dealing with mechanics is the closest I've had to a good flow of game information and adjusting to it.
There's nothing like reloading in the middle of battle.
I do think it would be a nice QoL if Overheat was made to cover 6 GCDs instead of 10 sec timer. Would just make it a lot more consistent performance wise.
I really dislike the changes they made from HW Machinist to SB, everything used to flow so much more naturally, the opening burst was cathartic as all hell, it flowed nicely, you had to keep up Hotshot and Leadshot, you naturally slide into your burst as the fight progresses, it all flowed so smoothly.
Now I think its just too rigid, messing up a single oGCD can cause you to fumble your burst, the heat gauge felt like such a silly addition, the job gains nothing but a headache from it, not to mention flamethrower is the most underwhelming skill I have ever seen implemented in the game, it also doesn't feel good to use.
Not having a cast bar is nice, but they took a fun job, took away a lot of its nice abilities, made it incredibly rigid and if the slew of bandaid fixes are any indication, have absolutely no idea what they want to do with it, I really hope 5.0 gives it a nice overhaul, but I won't hold my breath.
MCH, DRK and RDM.
They are the three jobs that really needs some modification.
MCH because it's too clunky / too much hard to play.
DRK, same things, this job lose all what makes it the DRK at the beginning.
And RDM because a job that played so much like this is not okay, that's mean something is wrong with it. For my part, I'll say it's too much easy, it's like "You don't want to bother ? Play RDM", and I really think it is toxic for the players.
SE needs to think a little about what they're doing now, I don't have the number yet, but I'm pretty sure the game is little by little set aside by a lot of players recently. And since SB, the number of tank has dropped - I mean, I *feel* like this number has dropped. I can't tell it with 100% accuracy.
"Là où il n'y a pas d'imagination, il n'y a pas d'horreur." Sherlock Holmes, Une étude en rouge, Conan Doyle
I agree, beside small things like this (which I was kinda hoping for) I don't think they should touch the MCH.Yep. The class is almost playable. I have no idea what could happen if they change one tiny thing. But that doesnt mean, they could do things.
In my opinion, they could at least make the overdrive instant, because it took about 1-2 seconds until your hit lands. And they should increase overheat to 11s, because the time to fit all skills into it, is very tight. Just some QoL-changes without touching potencies.
I was personally wishing for a removal of Rapid Fire animation lock, to make weaving a bit easier.
We are at the end of SB, the last raid tier is about to come out with savage available from the get go, it is not the time to touch something that is in a good position.
I agree for MCHMCH, DRK and RDM.
They are the three jobs that really needs some modification.
MCH because it's too clunky / too much hard to play.
DRK, same things, this job lose all what makes it the DRK at the beginning.
And RDM because a job that played so much like this is not okay, that's mean something is wrong with it. For my part, I'll say it's too much easy, it's like "You don't want to bother ? Play RDM", and I really think it is toxic for the players.
For DRK, I personally much prefer the newer version altough perhaps a bit less DA spam would be preferable. Oh I also hate CnS, kinda pointless.
Regarding RDM, while I agree the core rotation is easy, there's still quite huge of a gap between top RDM and average RDM. I've been watching some very high dps RDM and god they keep jumping around it's impressive.
Personally, the one thing I'd like RDM to get (which could arguably be a nerf mobility wise) would be to reduce the "recast timer" after casting VerAero/Thunder.
I'd like RDM to be the opposite of BLM, where BLM is your slow hard hitting bazooka, the RDM would be the gattling gun of caster. I really dislike the 2.5 window of "of i'm doing nothing" after a veraero/thunder. I wish the next gcd would quick start so I could be chain casting non-stop.
I think this would make the job funnier to play as you'd have less downtime and need to be more aware of your proc overall. Currently you have 2.5s after every verT/A, if they'd add "reduce the recast time of the next skill by 1.5s" aftera verT/A, you wouldn't have much time to choose your next skill, everything would be much faster.
The one biggest issue with this would be the nerf of mobility, but my guess is that they could easily add some sort of "Ruin2" like spell like "VerIce"
Anyway, those were my2cents
Last edited by Sylvain; 09-17-2018 at 09:10 PM.
For DRK, I really think they should bring back to what it was before. I know some of you love it much better now, however you're not a majority, and also, a lot of players was asking to make the DRK easier, like now, but they don't play it ! The DRK is still the last tank in the game, and worse : those who like it before dislike it now. Such a shame, before SB I was thinking about become main DRK, and now, I just play it to help friends to tag in dj.
Why do you dislike CnS ? I think it's one of the best ogcd from the DRK...
Idk how they can make the RDM more interesting. Though, they need to do something for it, it's not normal to have a dps played that much.
"Là où il n'y a pas d'imagination, il n'y a pas d'horreur." Sherlock Holmes, Une étude en rouge, Conan Doyle
What about Overheat not starting it's countdown until you perform a GCD action?
It would help a bit I think (not a lot for high-ping players, though), and it sort of makes logical sense?
Flamethrower until barrel is Overheated > barrel is now Overheated > SHOT > Overheat duration countdown commences
I don't know, but seems at least a bit more friendly if they are against adding to duration or changing it to count GCDs
Overheat not counting down before Flamethrower is canceled and Rapid Fire shortening animation locks would be the two key things to making the current MCH design more playable, along with no Gauss Barrel or Turret reapplication to give more rotational freedom with skill speed. But alas, we have some unofficial information (a Gamescom worker asked Yoshi) that they're only planning to implement changes for the next expansion with no changes planned for their dps potential.
Last edited by Kitfox; 09-18-2018 at 04:25 AM.
Player
...So, what we need here is a fully rework of the MCH! We need the MCH better again!
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