Also MCH doesnt need to do an acrobatic jump when shooting. Remove that particular animation and it'd become my rdps main.


Also MCH doesnt need to do an acrobatic jump when shooting. Remove that particular animation and it'd become my rdps main.


I'll go with grapple is quite cool, but not needed now. Placable secondary turret, faster queen (oh, and I HAVE used the finishing move on queen to get it to happen within a burst phaze), and shotgun to scattergun upgrades sound like things that would be cool over the next 10 levels.


If Mach were getting mobility, I'd want them to have teleport pads. N amount of teleports that the party activates to go to targeted point X from the Mach's casting point Y.Does MCH really needs more mobility? Does it needs to take an extra button?
While I agree it would be fun and all, MCH has many, many far more importants problems to fix before tackling its mobility.
Just the Automaton Queen for example, completely automated, forgettable and the death of fun.
Have you ever had a moment of "Who is that idiot standing in the AoE...? Oh, it's my automaton Queen".
I kind of have an issue with this as well... It worked before in SB because you didn't always see the fancy acrobatic animation in your combo because it depended on RNG.
By making the upgraded heated shots into the 1-2-3 filler combo, you see them all the time now, so it gets tiresome really fast... To me it would be either the acrobatic, or the fancy special effects.


Thought I was the only one who felt that wayI kind of have an issue with this as well... It worked before in SB because you didn't always see the fancy acrobatic animation in your combo because it depended on RNG.
By making the upgraded heated shots into the 1-2-3 filler combo, you see them all the time now, so it gets tiresome really fast... To me it would be either the acrobatic, or the fancy special effects.
I love the old clean shot animation but I also love the concept of a gun mage
not the fact that gauge (think thats what it was called) showed on your gun but the whole charge blast like PVP i loved it
not saying it has to go back to that but it wouldn't hurt to just give me clean shot back
Free the Glam!, Duel Pistols (Gunner)?
The gauge was cool to have in some guns, but weird with some other models... thankfully there was an option to hide it... But tbh the actual mechanic for Gauss Barrel was so pointlessly bad, I don't really miss it.Thought I was the only one who felt that way
I love the old clean shot animation but I also love the concept of a gun mage
not the fact that gauge (think thats what it was called) showed on your gun but the whole charge blast like PVP i loved it
not saying it has to go back to that but it wouldn't hurt to just give me clean shot back


Definitely not the only one that feels that way, it's just....way down the line of priorities.Thought I was the only one who felt that way
I love the old clean shot animation but I also love the concept of a gun mage
not the fact that gauge (think thats what it was called) showed on your gun but the whole charge blast like PVP i loved it
not saying it has to go back to that but it wouldn't hurt to just give me clean shot back
I get that it's tough to do effects/animations for a job with a gun. Look at Bard: Red Arrow! Blue Arrow! Multiple Arrows! -snore-

Here's my take on what MCH could get in the future.
The ideas behind Grapple Gun and Bioblaster from this thread both sound cool in concept. If given the choice, I'd pick Grapple Gun to control similarly to Shikuchi.
MCH getting a mobility ability seems overdue, but here's an alternative I pitched to a friend once.
It's an ability I call "Rocket Jump", and it'd be functionally similar to Icarus/Aetherial Manipulation.
I could see both the Grapple Gun and Rocket Jump ideas being an OGCD on a 30s cooldown, and perhaps have a 20y to 30y range.
That said, I believe Hypercharge getting a change similar to Blood Weapon is inevitable.
MCH's reputation for being ping-unfriendly falls mostly on Hypercharge's short window, and I like to see it changed to 5 charges over 25s.
That, and carry over Wildfire's PVP changes to PVE. Just adjust that to be 25s, auto-detonate after 5 weaponskills, and deal AoE splash damage (with no falloff), in addition to buffing the potency of Wildfire at 5 stacks.
But...why stop there? +50 to +150 potency buffs across the board are the least they could do, too.
Going back to Bioblaster's DoT being ignited by Flamethrower (per a previous post), I think we could go a bit further. If not a DOT ignition, I think Bioblaster's DoT should also add that targets affected will take double or triple damage from Flamethrower.
As for Flamethrower, I think we could add a bit of a twist to it. Not only should it get buffed, but I think we can add a bit of UTILITY (gasp!) to it!
How, you ask? Why, setting your party on fire, of course!
If Flamethrower does not hit any enemies, it changes to a channeled, frontal cone AoE Magic Defense cooldown.
It'd grant a buff I call "Residual Warmth", which last 6s, grants 5% magic defense to all party members standing in the MCH's Flamethrower, and the buff timer resets with each tick of Flamethrower.
Yes, it's both utility and catharsis! Can't beat that with a stick.
As for other abilities, I think we could do one more change:
No more falloff damage from Chain Saw. That, and adding +100 to +150 potency to Reassemble's buff, in addition to the guaranteed Direct Crit. Meaning Chain Saw and Scattergun's AoE damage would get quite the buff.
Juicy, eh? Anyway, that's it for me for now.
Questions, comments, concerns? Fire away.
"Siri, play The Only Thing They Fear is You."



Teleporter/Rocket jump, the idea is there but does it fit with the thematic of a machinist?
Grapling gun is much closer to the thematic.
The problem, visually, is that the rocket jump would propel using a rocket on a very short distance.
Wouldn't it be visually awkward? Everytime a rocket jump is suggested, I just picture Diddy Kong's Rocket Barrels.
Wildfire needs a change. Copying the pvp function is a good start but it needs more. Wildfire is weak, visually disappointing and non existent gameplay wise.
Flamethrower trust me you'll regret suggesting Flamethrower interacting with BioBlaster.
Flamethrower itself is clunky and needs a complete rework. You may not realize it since it's barely used but if it fits in a 1/2 target rotation, you'll quickly realize the mistake.
FT ticks are unreliable, its damage are hard to track, the ability is simply not fun to use and much more effective as an emote, standing still isn't fun and not possible for a long period of time in harder content.
Settings your teammates on fire is nonsense and counter-intuitive.
If you have an ability that does damage OR utility, how do you think it will be used? 99.9% of the cases will be damage.
It's damage AND utility? "Oh guys please stand in my flamethrower so I can hit you and the boss(es)" + mechanics.
DRK are already complaning that TBN is tied to damage resources, let's not repeat it.
Chain saw best case scenario would be a rework, minimum is to change its name to Buzz saws and reduce the fall off as it's the only natural AoE in MCH kit.
It has nothing to do with Chain saw, many MCH players are disappointed with it.

Okay, the grapple gun and sniper rifle with cast time actually sound so cool though. I love those ideas!
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