I dont think MCH would improve at all if it got cast times it would require a rework to better base its kit around it. but I cant speak on that without talking about ranged as a whole which have alot of issues with its homogenized state and identity crisis.They should bring back it's cast times then. Many loved gun mage mch from HW and it looked super fun to play. I honestly think they should also bring back bow mage as well. I adored bow mage from HW and wouldn't mind its return. I don't move around as much as a range phy anyways so I wouldn't mind. Though that's just my opinion
“Theirs really not much you can change with the MCH”
-Live letter 66, 9/17/21
Where is the ambition?



The current ranged problem is that they're seen as "Casters without casts" or "Melees without melee ranged&positionnals", which falls again in the lack of ingenuity.
During SB, it was a mana resources battery with powerfull mitigation. If a Melee was KO'd, they needed TP. But the battery is not a part of the game anymore and mitigation has been nerfed way, waaay too much.
There was multiple suggestions to bring a bit more depth to all the rangeds such as different potencies based on range, it was debated that the best choice was closer = higher potencies to not conflict with healers. I have no idea which idea is better and if SQEX actually takes in account the community feedback.
They don't know what to do with BRD and missed multiple times an opportunity to buff the job, MCH recently had a rework that kept the weird Flamethrower and the latency issues. And they're happy with DNC, an unbalanced job in my opinion.
MCH was shining on gameplay and performance only in a third of HW. It was a mess during SB and during ShB, the rework was welcomed at first until most players realized it was an empty job. For the very first time, BRD is not the "best ranged" and lost its throne in the hardest way. I don't have huge expectations when it comes to the rangeds.


After playing the ranged physicals and reading a bunch of people complaining about them being unfulfilling (and thinking the same myself), I had thought about different (unique) ways of introducing mechanisms regarding movement for ranged physical.There was multiple suggestions to bring a bit more depth to all the rangeds such as different potencies based on range, it was debated that the best choice was closer = higher potencies to not conflict with healers. I have no idea which idea is better and if SQEX actually takes in account the community feedback.
They don't know what to do with BRD and missed multiple times an opportunity to buff the job, MCH recently had a rework that kept the weird Flamethrower and the latency issues. And they're happy with DNC, an unbalanced job in my opinion.
Melee have positionals and casters have cast bars, I had thought of range sections for ranged physical, similar to positionals, but some abilities did more damage at 0-5y, some more at 15+y, but you would need some new UI element that shows distance (or at least the different sections being used, e.g. 5y, 10y, 15y). On top of that, I think it would really be tough to balance high end encounters around something like that. It would definitely be cool though.
For MCH, I heard that it used to have ammo, but never really saw how that worked (I assume that it was just like any other Build Resources->Use Resources job). I think it would be cool to have a "reload" mechanism; Have MCH have a ton of different weaponskills (or the 1,2,3 combo with multiple charges and a couple of "bigger" attacks) that have a really long cooldown (e.g. 5 minutes) and another ability called "Reload" which has a shorter cooldown (e.g. 10s) and uses a GCD. Certain abilities (e.g. Drill/Anchor) would maintain their cooldown and Reload wouldn't affect those. Then maybe have some abilities do more damage the more abilities are on cooldown. So you sit there and attack and have a strategy on when you reload. Maybe you reload early to line up with buffs, but otherwise reloading uses up a GCD, so you want to make sure you use as many abilities as possible. Have an OGCD with a 5m cooldown that is "Quick Reload". Just seems like it would be a fun aesthetic.
Ammo back in the day used to boost the damage of the next weaponskill + give 100% chance for the regular combo to proc its next stage (before, each weaponskill had like 50% chance of proc the next stage). So you basically used it to have guaranteed combo continuity, but the thing is that it was very unfulfilling, but since it had quite a big downtime, you were forced to cope with your regular RNG clunky 1-2-3 combo for a good chunk of the fight (also you had to save ammo for the Wildfire). Your regular combo could sometimes get you to 1-1-1-1 depending on your luck.For MCH, I heard that it used to have ammo, but never really saw how that worked (I assume that it was just like any other Build Resources->Use Resources job). I think it would be cool to have a "reload" mechanism; Have MCH have a ton of different weaponskills (or the 1,2,3 combo with multiple charges and a couple of "bigger" attacks) that have a really long cooldown (e.g. 5 minutes) and another ability called "Reload" which has a shorter cooldown (e.g. 10s) and uses a GCD. Certain abilities (e.g. Drill/Anchor) would maintain their cooldown and Reload wouldn't affect those. Then maybe have some abilities do more damage the more abilities are on cooldown. So you sit there and attack and have a strategy on when you reload. Maybe you reload early to line up with buffs, but otherwise reloading uses up a GCD, so you want to make sure you use as many abilities as possible. Have an OGCD with a 5m cooldown that is "Quick Reload". Just seems like it would be a fun aesthetic.
I think ammo could be a nice element to re-introduce, but not like its original version. Maybe yeah, something as enhancing bigger attacks... Or even if the Gauss/Ricochet charges were actually the ammo count.
Last edited by Raikai; 04-06-2021 at 11:20 PM.



Procs, rapidfire and ammos also made "casts" instant back in HW.
Only Split shot (1), Lead shot (A dot) Hot Shot and Spread/Grenade shot were casts but as mentionned above, you could end up spamming 1 if you were unlucky.
In short, there wasn't much casts anyway.
Quick Reload was on 15s, Reload on 60s, rapid fire&Wildfire on a weird 90s. And if you needed to move, you could remove the Gauss Barrel or the Song to freely attack.
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