Last edited by Exodus-E; 11-06-2020 at 03:23 PM.
Forever waiting on *new* Egis/summons (e.g. Ramuh-Egi).
Originally intended as the starting class for Machinist, just as Astrologian was initially intended as the starting class for Time Mage, but their plans changed.
As for another gunner job, Machinist IS the classic FF gunner job though, so I seriously doubt they'd add another gun wielding job. (unless it was gun mage or chemist, but they would probably have to be healer)
It'd be like adding another mage that uses staves and fire/ice spells, just because they want one that doesn't use astral/umbral alignment.
Last edited by Seraphor; 11-06-2020 at 06:29 PM.
I don't know what happened but we do need musketeer/gunner job. MCH after hitting lvl 54 slowly turns into "Mechanical Acrobat with a Blaster", so the gun niche is not filled at all.
I just want to shoot things, not see my character do moves unrelated to the job.
Show me one FF title where gunner/machinist is combined with acrobat. I will wait. FFXIV MCH is unique and something we have never seen before in any FF title. It's tolerable, if we would actually get real gun user.
That's a petty, pedantic distinction to make.
Machinist uses a gun, most of it's skills fire that gun, it's a Machinist.
You may as well say "show me one FF title where Black Mage has an eyepatch"
You could have argued "Machinist has too many gadgets" (to which I would say that yes it is an amalgamated job, just like Bard and Astro, but it's still mostly gun-based skills) but instead you went with "acrobat"??
Come to think of it though, I do have an example for you. Laguna, who swings in on a rope from the ceiling/sky in his limit break. That's far more 'acrobat' than anything XIV's Machinist does.
Last edited by Seraphor; 11-07-2020 at 02:11 AM.
Both Musketeer and Arcanist were planned for FFXIV 1.0 to make sure there was an equal amount of starting guilds in all three cities (Limsa ended up with only Marauder while Ul'dah got Pugilist, Gladiator, and Thaumaturge and Gridania got Archer, Lancer, and Conjurer), so the livery of these missing guilds was included in the city design as they planned to eventually release them once they solved the outstanding issues at 1.0 launch. As we all know however, solving those issues involved dropping a moon on our heads...
When ARR came around they did finally get Arcanist into the mix and used it to trial the system where a starting Class could branch into multiple Jobs. While they were doing that there was a huge amount of demand for the classic Final Fantasy mainstay of Rogue/Ninja role so Musketeer was put on hold to get these two Class/Jobs into the game. Unfortunately, these two additions created a huge amount of unanticipated work for the devs in order to balance their gameplay with the other jobs, and this along with all the other work they were doing to stabilize ARR meant they simply no longer had time to finish fleshing out Musketeer in the timeframe of the expansion.
Because of this, Yoshi-P and the team made the call that going forward there would no longer be starting Classes for new DoW/DoM jobs which freed up a BIG chunk of dev time since each Class/Job pairing (or trio in the case of ACN/SMN/SCH) meant creating lore and gameplay assets for essentially two(three) jobs.
Unfortunately, by this time several years have passed since the Musketeer guild livery and all those gun-toting Lominsans were introduced to the players and you just can't handwave it all away as if they never happened as they're now part of the Limsa Lominsa aesthetic. (Seriously, do you wanna tell the Admiral she has to give up her guns...?)
They did at least salvage what must have been the lvl1-lvl30 Musketeer story by bringingformer Commodore of the Knights of the Barracuda Sthalmann SthalmannsynRostnsthal in as the reluctant master of marksmanship for the new Machinists of Ishgard. Considering the tower in Limsa that still bears the Musketeer guild livery was essentially his old 'office', it was a nice little nod to the Musketeer we never got to have.
Vincent Valentine is the Final Fantasy archetype for the one-handed gunslinger wielding a massive handcannon while acrobatically leaping around the battlefield - especially apparent in FFVII Advent Children and FFVII Crisis Core.
On the other side of things, all of the gadgets Machinists use are nods to the OG Machinist Edgar Roni Figaro from FFVI, even including his signature Tools Auto Crossbow, Drill, Bioblaster, and Air Anchor.
Last edited by Random0; 11-07-2020 at 04:48 AM. Reason: curse you character limit
This is debatable. MCH may have started out as a gun job, but it's become much more focused on gadgets (which I think it should have been in the first place).
We don't have anything similar to a gunner job in the game, otherwise we'd have something that takes cues from FFVIII's Irvine, FFX-2's Yuna or the FFTA gunner job. So you'd need a job that uses multiple types of firearms, multiple types of ammo, has multiple shot/attack modes, or a combination of these.
To address the OP, yeah there's an in-world gap where musketeer should be. And yes, it annoys me to no end.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Official Machinists include; Mustadio and Balthier. That's it.
They have guns, and that's their only defining factor.
Therefore the only defining trait of a Machinist in the FF series is that they wield guns, because in those Ivalice titles their guns are considered their 'machine'.
Other 'gunners', like Vincent, Irvine, Laguna, aren't given job titles.
Unofficially, Edgar and Prompto get included, and that's really due to Prompto being the 'amalgamation' of a gunner job with Edgar's "gadgeteer". Reimagining 'Machinist' as a gunner with gadgets. But still a gunner, with gadgets. With Edgar's inclusion being more of a retcon due to Prompto.
The XIV's job 'Machinist' is just Prompto, an amalgamation of Gunner and Gadgeteer, and given the overall trajectory throughout the series, it appears this is what a canon 'Machinist' is going forward.
"So you'd need a job that uses multiple types of firearms, multiple types of ammo, has multiple shot/attack modes, or a combination of these."
Split Shot, Slug Shot, Clean Shot: All of Machinist's regular gun attacks.
Reassemble, Spread Shot, Ricochet, Heated Split/Slug/Clean Shot: Machinist's alternate gun attack modes.
Hot Shot, Gauss Round, Flamethrower: Machinist's alternate ammo attacks.
Bioblaster, Drill, Air Anchor, Auto-Crossbow, Heat Blast: Machinist's multiple firearms.
Rook Autoturret/Automaton Queen: Machinist's machine.
It looks like all bases are covered to me.
If there's a gap where Musketeer should be, then it is as a base class for Machinist and nothing more.
If they hadn't decided to cut base classes, then Machinist's first few skills up to lv. 26 would fit a Musketeer perfectly, just omit their battery gauge generation until the job crystal is equipped, and maybe replace Gauss Round with a lower level equivalent that would get upgraded to Gauss Round post 30 at some point.
Part of me does wish this was the case, that you could start the game as Musketeer if you wished, just as I wish Astrologian was a fully fledged Time Mage and you could start the game as it's base class 'Astrologian'. But SE clearly haven't invested the resources required for this.
Machinist is our gun job, just as Bard is our bow and arrow job. We're not getting any others.
The only exceptions, as I've previously stated, would be in different roles. Gunbreaker is our 'gun tank' job, and Chemist could potentially be our 'gun healer' job, but I'd expect their firearm to be as different from a Machinist's gun as Gunblades are.
Last edited by Seraphor; 11-08-2020 at 10:26 PM.
Having good feelings about v6.0 after watching the 5.4 trailer.
Though yeah a gun is a often a weapon of choice for a machinist, they have been know to use other weapons like Cid from FFIV, uses Bow/Axe/Hammer; Edgar from FFVI, who used Dagger/Sword/Spear; Lid From FFBE, uses Rod/Staff/Bow/Axe/Hammer/Gun/Mace. Guns have been more of just another gadget in their offensive tools.
In v3.0 the Machinist felt like it was trying to be a gunslinger that could deploy gadgets in battle, while fun and interesting it felt like it was sort of having an identity crisis, like it wanted to be a new job that played like a class that should been in the game from v1.0. In v5.0 that majorly changed as they gutted most of the design of the job replacing it in a way that makes it feel more like a Machinist in that guns where not our main way of doing damage but one of our many tools at our disposal.
I love the way the Machinist plays now.
Does it make it a gunslinger job that people have been hoping for, not really. After seeing v5.4 trailer my heart jump with joy seeing Merlwyb Bloefhiswyn in combat with a unique animations while using guns-akimbo around 1:52 mark, leaving me to wonder in excitement to see what her skills are like in that instance. Does it mean that a Musketeer will be a job in v6.0, maybe... maybe not, we won't know until such time but it does leave me with a lot of hope, hope that I have had since v1.0.
It would be a massive waste of a job slot, everyone needs to realize we are nearing the end of the devs tether for jobs and each should be a unique profession NOT a variation of preexisting like Gunner, or Thief or Assassin.
Sure MCH has recived zero gunner skills in 5.0 and lost 2 mehcs relating to thier guns in ammunition and Gauss barrel, Sure MCH is like a childs first job with the few times you have to think with many buttons and no substance , sure MCH uses their gun less and less due to the changes in heat, sure MCH isnt the Gunner class it used to be and i kinda lost where i was going with this, New jobs should ONLY be used to new jobs not ones that dont know what they want
“Theirs really not much you can change with the MCH”
-Live letter 66, 9/17/21
Where is the ambition?
"MCH has so little gameplay with the gun, no mechanics about the gun and no gauge related to gunner but adding gunner would be a waste."
I disagree there.
MCH got flipping abilities in Stormblood and the gadgets around Flamethrower and heat gauge. SQEX finally choose path towards the use of Machines and I don't doubt we'll see no Gun related abilities anymore.
The rework split the community, on one side there is those who wants more Gunplay and on the other those who wants Machines for Machinist.
Current MCH has nothing to do with Gunner jobs in past FF beyond a gun. And it was never meant to be a gunner, but a "Gadgeteer" which did not worked at all.
Unless you want a community complaning about MCH not being a gun job, a true Gunner job is a good choice. You even explicitly say
Let's not forget that Samurai, Paladin and Dark knight uses a sword but their gameplay are widely different mainly because they use different weapons, that would be the same for Gunner and Machinist.
And if we follow your logic, there is no other ranged that could fit, Puppeteer is far too close to MCH, Ranger far too close to BRD. At most you could see a whip based job but that would be a unique one.
More than that, a 4th ranged might be the best timing to balance the ranged role overall.
I'd personally would welcome Gunner, might try it but not making it a main job, my love relies in Machines. But 5.4 might be a bit early to tease a new job? Alisaie teased Red Mage in 3.4 but that wasn't as advanced as Merlwyb's animations.
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