

Except Fox didn't ask for a rework here... he asked for acknowledgement that the job is busted. Everyone seems to think we are all demanding that next week we have a patch that fixes machinist.. that's not what we are asking for. We're asking for acknowledgement. That we are heard and that they are going to fix it. We know that we aren't going to get the job fixed before 5.0 or even after that, but there's absolutely no reason for the community team to just outright ignore us like they have for the entirety of this expansion. It's asinine. While yes some of the changes we have asked for could have very easily been done and were no more complicated than the inner release changes. At this point in the expansion we aren't going to get that and we know that. So please stop making it seem like we are asking for the impossible here. We just want acknowledgement from SE about our concerns and about the issues with this job.
Yes casters are too op enough to overshadow mch atm.
What's wrong with a little boost on support skills such as tp mp recast cut short and make meta *with Mch* much more relevant than the current state atm, is drg nin brd smn/rdm/blm meta. XD just saying.
But what about mch current state atm? It's being overshadowed by casters/brd that are far more superior and useful in strenght. Plus caster won't be left out eventho mch gets tp mp recast cut shorter.Not to mention the possibility of taking a caster is completely out now. 2 free extra tank cooldowns for physical busters that would be available for virtually every buster in addition to Refresh with a shorter recast? Makes Mana Shift even more laughable in comparison. At least the healers would be happy in this situation.
The problem imo is not the numbers that MCH pull, or the utility it brings (Althought I'd love one extra utility). The big issue is on how clunky the job is.
It's playable? It is... But the clunk eventually catches people's nerves. It did to me, I got tired for extreme labor rewarding so little.
Plus the ping is a huge issue to the job and that by itself is already a huge let down.
I agree completely. I'm fine with playing a slightly underpowered job. I'm not fine with playing a job that makes me want to rip my eyes out halfway through a dungeon.The problem imo is not the numbers that MCH pull, or the utility it brings (Althought I'd love one extra utility). The big issue is on how clunky the job is.
It's playable? It is... But the clunk eventually catches people's nerves. It did to me, I got tired for extreme labor rewarding so little.
Plus the ping is a huge issue to the job and that by itself is already a huge let down.


Kinda funny, was doing lighthouse with some friends the other night and the MCH died to Dispose on Construct 7. My healer friend, in his most panicked voice, said "Why did the MCH die?!" and I chuckled because I know all to well, "He was trying to get his Wildfire off, man"
MCH in a nutshell
Gosh, so true. I have no slight clue on why the heck's heck Flamethrower can't be cast on the move. If it was a super overpowered dps cooldown, I'd totally get it but man. why.Kinda funny, was doing lighthouse with some friends the other night and the MCH died to Dispose on Construct 7. My healer friend, in his most panicked voice, said "Why did the MCH die?!" and I chuckled because I know all to well, "He was trying to get his Wildfire off, man"
MCH in a nutshell
This game doesn't have the tech to animate separate parts of the body independently, like so many games have managed. You see it when performing any attack while moving; the character just slides around.
If you could move while maintaining a several-second long ability, it would look completely ridiculous. Frankly, we're pretty lucky most abilities don't lock the player down.
The problem is that a long ability like that even exists. Especially with how hilariously weak it is. People only use it to force overheat, so it may as well just be a quick burst attack which overheats instantly.
Last edited by Gr1mwolf; 11-15-2018 at 06:19 AM.
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