Imo, it was. Stormblood MCH was my favorite dps job. It took me until reaching 90 and seeing how little it got going from ShB to EW to realize how much I missed pre-rework MCH. Now I don't even touch MCH outside of PvP.
Do you misrepresent every older iteration of jobs you talk about? If the devs didn't say a thing, maybe don't lead with implying they did.
Machinists use rifles? I wish, they have like 2 and the awful 1 handed animations ruin them.
No... it literally was shot (RNG chance at shot2) (RNG chance at shot3) and one of the least played jobs of all. What we have now is far more fun.
I didn't imply they said it. What I meant is... they overhauled it for a reason ie. it was boring and nobody played it. Why else would it have become so flashy and exciting like Bard?If the devs didn't say a thing, maybe don't lead with implying they did.
I like to play mostly machinist: revolver, rifle, machine gun match his appearance.
I suggest the following new job for FF14 7.0: The gunner or grenadier.
It is the physical equivalent of the Black Mage. Slowly, you have to know the mechanics of the game content well to position yourself with enough time to load and fire the cannon or howitzer. But then this job really deals damage.
Basic mechanics are based on loading and firing similar to the red mage in two-stroke. However, there are also three- and four-stroke mechanics that are set up in two-stroke: Charge, Propel, Fire or Charge, Propel, Aim, Fire.
Mines can be laid instead of AOE.
A special feature of the gunner is his need for bombs or mines, which must be provided by craftsmen. These can be used in the particularly powerful four-stroke rotations.
Uhh, BRD was never flashy and exciting back then. The flashiest skill BRD had in HW was Empyreal Arrow, the stuff you were spamming a lot like Straight Shot and Heavy Shot were hardly exciting. The more likely reason that MCH wasn't played by a lot of people is that it was a highly technical job that required low ping to even function properly and that's why it got reworked.
We used to have cast times on Bard and Machinist in Heavensward. What happened was Bard became known as "bowmage" and went extinct (nobody played it and many Bard mains quit the game). Machinist had them too in addition to the issues I previously mentioned, so it wasn't exactly an appealing alternative. What you did was enabled a cast stance (Wanderer's Minuet and Gauss Barrel), you had to stand still and cast to do more damage, but you could disable the cast stance and move around, however your attacks would do significantly less damage. So where you could get away with it, you would enable the stance, stand still and cast. I didn't like this at first on both these jobs, but it grew on me... and then they removed it in Stormblood, leading to Bard's popularity exploding again in a complete 180.
Once SE has moved away from something it's hard to see them repeating it, although I'm not opposed to it and it would be nice for variety sake.
To a degree, Machinist did have an Ammo load then fire system. It's just that can't carry a job. Bard was doing all these flashy jumps and flips and was super fun to play, while Machinist was just standing there loading and firing as you described.Basic mechanics are based on loading and firing similar to the red mage in two-stroke. However, there are also three- and four-stroke mechanics that are set up in two-stroke: Charge, Propel, Fire or Charge, Propel, Aim, Fire.
Aiming is an interesting idea and there is an aim system we use for quests, but SE mostly just has variations of "buff damage", "buff defense", "do damage" or "heal" as job mechanics.
I suppose that is an idea since Machinist does it in PvP. Most jobs lost their "damage areas" except Dark Knight with Salted Earth, Ninja with Doton and Summoner with Garuda's attack.Mines can be laid instead of AOE.
I couldn't see SE doing that. They had that dilemma with both Machinist and Gunbreaker and didn't go for it. Gunbreakers just magic their ammo and the only reason Thancred doesn't is because he can't use magic.A special feature of the gunner is his need for bombs or mines, which must be provided by craftsmen.
I am not talking about Heavensward. I am talking about Stormblood, where it exploded in popularity again, in stark contrast to Machinist.
Last edited by Jeeqbit; 11-07-2023 at 09:09 PM.
Turns out if you boil down any job to 3 buttons, it'll sound boring. Who would have thought. You're knowingly misrepresenting how it played. Or maybe you don't know, and you're just full of it.
See:
You knew what you were implying.
They overhauled it because they don't know how not to go heavy-handed. They didn't need to take the nuclear route, but whether I like it or not, they would likely have reworked it eventually anyway. I doubt old MCH would fit neatly into their little modern 2-minute design.
Learning how to efficiently manage ammunition cooldowns and the heat gauge to maximize damage windows was infinitely more engaging to me than pressing Reassemble, three 600p buttons, and going back to that shot1 > shot2 >shot3 spam that exists now more than it ever did in the past. Modern MCH puts me to sleep.
That's the thing, it wasn't always 3 buttons. Sometimes it was the same button because of RNG. The animations were also boring compared to Bard. Part of my point was that Machinist stood still, held up their gun and shot.
Bard was doing all these flips and angle attacks with lots of weaving and animations and it was just really fun to play. Machinist did have this in their heat phase, but the problem was not always being in their heat phase and the confusion players had over it.
Well you can believe what you want.You knew what you were implying.
Sure, it was fun to someone who likes a technical class and something to become skilled at. Even the cast times in Heavensward grew on me as something to become good at. Many jobs were like that in the past. But animations seem quite a big deal to people as well and affect the feel of the job.Learning how to efficiently manage ammunition cooldowns and the heat gauge to maximize damage windows was infinitely more engaging to me than pressing Reassemble, three 600p buttons, and going back to that shot1 > shot2 >shot3 spam that exists now more than it ever did in the past. Modern MCH puts me to sleep.
No matter how good a job is, if its competition is just easier or has the more flashy animations and comparatively more frequent spikes of excitement, it's probably going to lose the popularity contest. There are still jobs faced with that crisis even today and probably always will be if they don't play the same way, especially as the amount of jobs keeps expanding.
Nice dodge. Again, you knew what you were implying was based off assumptions rather than anything tangible.
Well that desire for flashy animations and frequent, easy dopamine hits at the press of 1-2 buttons is what, I can only guess, led the devs to dismember my once-favorite job and replace it with something I find far less rewarding or exciting technically. Seems to be a trend. One people aren't thrilled with. But I suppose there's always players out there with lower standards, so at least somebody is happy.No matter how good a job is, if its competition is just easier or has the more flashy animations and comparatively more frequent spikes of excitement, it's probably going to lose the popularity contest.
Last edited by Mayhemmer; 11-07-2023 at 11:18 PM.
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