I personally find the new MCH to be a lot better then its past incarnation. A lot more fun, a lot less clunky, a lot less frustrating, a lot less punishing. Which is a mentality that has been shared with the huge increase in MCH players. As if we got MCH and Dancer introduced this expansion instead of MCH being introduced in HW.

I prefer the shift over to regular burst windows instead of having to dump everything into one window every 2 minutes. I like that the RNG has been removed, as that made the class feel frustrating to play when you were waiting on ammo cooldowns and the RNG was screwing you over. In fact my most regular thing to say about the old MCH was that it would be a great class if they just got rid of the RNG on the 123. I like that Overcharge is something I have complete control over instead of having to juggle heat to not accidentally waste it. Drill and Air Anchor feel good to use, especially with the ability to force one to be a Direct Hit Crit for huge damage.

Kinda wish we still had the ability to deploy the Bishop turret to give us an AoE Battery Spender. Could have changed it to fire chain lightning given current turret deployment mechanics. Then have it upgrade to a King with mortar launchers and an artillery cannon. I also wish that Grenado Shot came back as an upgrade to spread shot.

Overall I find the new MCH to be very enjoyable. Though I can understand your frustrations as the skill ceiling was dropped.

Quote Originally Posted by Atamis View Post
I do not miss the turrets particularly, the current one feels alright, and coming from a summoner its far better than the Egis. Though admittedly it feels lack luster and I am constantly missing the overload from being distracted (Thankfully you can pop it off with 0 seconds left quiet often, something that Bahamut and Pheonix refuse to do)
The turret and queen are designed to automatically fire off their overload as their last attack when they run out of time. The Overload command is only really there so that you can have them dump their remaining damage when you know the boss is going to leave the field in short order. Unlike SMN Egis MCH Turret/Queen is 100% independent.