I personnaly don't consider that because every MCH CD sync on a 60s basis they're all considered one mech.
WF is simply a 25% dps buff for 10s. Nothing more nothing less. The only unique thing it has to it is that you can see how much extra dmg you actually did.
To me, a mechanic is something unique to the job. The random nature of MCH main combo is a unique twist, how it's tied to the bullet system (which I consider to be a mechanic) is also something unique that, imo, defines MCH.
Altough it isn't the most developped system, the Heat is also unique within the game. Only the MCH has a special ressource that it must keep between 2 values until a very specific moment (the famous burst window).
But at this point it's just wording so let's move on.
So you might consider that at X% dmg bonus for Ysec is the most interesting part of a job. I don't.
Rapid Fire is a design flaw because of the nature of ogcd and animation lock.
But it is fun. I like rapid fire, I vastly prefer Rapid Fire to WF.
Same goes for the heat, I like the heat system (I prefered it before the rework but I understand how it made the job even clunkier)
And as I pointed, there's a lot they could do with it. They can expand on that system like they expanded on the SCH Eatherflux. It was undermining, now it defines the job because they are the unique twist the SCH have over the other healers.
What can you do with WF? Let say they remove the Heat system and bring it back to HW.
What can you add to WF? How many more ogcd does the job need for that 10s window?



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