Long, sorry in advance (stuff to reply to is coming in too fast for me to keep up with)

Originally Posted by
Aidorouge
I do trust you, Supersnow, and Valence and some others as not having malicious or self-serving intent at least, but that's because you're actually ENGAGING with the problem and possible solutions instead of just going "play something else" or "git gud" or "skill issue" like that's supposed to be good or well-thought advice.
That said, the much bigger issue with wanting job complexity is trying to fit that in with current fight design so we would need their own complexity decreased, but you know as well as I do that some people would deem that a blasphemy and refuse to see it happen and then its back to the drawing board for all of us despite the fact that encounters are the only recognizable influence on job design regardless if the content is normal or high-end. Something most definitely changed in the current, and jobs have been getting dragged under ever since.
If I knew, for a fact, that encounter design would be radically altered to play nicely with the self-same drastically revised jobs in this hypothetical grand overhaul, I would at least be curious to see how it works out. But being told I have to spin another dozen plates while still needing to pay attention to which side of their ass the boss is scratching before they turn 80% of the floor into lava? I'm not going to be throwing my support behind that, nor would I be keen on making the whole game automated because jobs and fights were both reduced to nothing challenging.
Thanks for the vote of confidence
You're again looking at 'Job complexity increases' and 'Encounter complexity remains the same' as mutually exclusive. Let's take M8S, and my hypothetical SCH rework as the example fight/job combo in this example, because there's some complexities in the fight for Healers moreso than other roles (eg, the whole 'heal people while you're split up' in P2). For reference, this is the very short-form description of the changes I'd do to SCH:
Broil potency increased to 340p
Biolysis cast potency of 70p, DOT potency of 30p per tick for 30s (total 370p)
Miasmalysis (replacing Ruin 2) added, with a potency of 280p, DOT potency of 10p per tick for 24s (total 360p)
Shadowflare added, with a potency of 100p to target and nearby targets, drops a puddle for 15s, which deals 50p per tick to all targets inside (total 350p)
Bane added as an upgrade of Energy Drain, dealing 100p to target and all nearby targets, and spreading Biolysis, Miasmalysis and Chain Stratagem (if present) from primary target to all other targets hit
Deployment Tactics upgraded via Trait, to also allow Deployment of Protraction and Excogitation, albeit at 50% effectiveness (Excogitation would heal 400p, Protraction's effect would be 5%)
Physick upgrades to Adloquium (with Physick's MP cost). Enthuse (AOE healing action akin to Medica1) upgrades to Succor (with Succor's current MP cost). This saves some hotbar space.
3 actions added, dubbed Strategies: Offensive, Defensive and Emergency. Offensive and Emergency can be set to the hotbar, Defensive replaces the current active Strategy on the hotbar.
While in Defensive, Lily (the Faerie, yes that is her real name) takes the form 'Selene' and her Embrace applies as a small barrier. When in Offensive or Emergency, Lily takes the form 'Eos' and her Embrace is regular healing.
Offensive Strategy is DT SCH, in terms of gameplay, potencies, etc. If you stay in Offensive, you can clear everything that is currently in the game, because it was designed for those potencies.
Offensive Strategy also increases the 'on cast' potency of your DOTs by 10p
Defensive Strategy is defense focused (of course), and adds additional protective effects to certain actions. For example, increasing Expedient's mitigative effect from 10% to 15%, changing Indomitability to apply Galvanize instead of healing, adding a second copy of Protraction's Max HP increase effect (dubbed Perpetuation), or applying a Galvanize alongside Excogitation (both of which can then be Deploy'd via Deployment Tactics).
Emergency Strategy is HPS focused, replacing Emergency Tactics as a button. Adloquium reverts to Physick, Succor reverts to Enthuse, and the potency of both are doubled. Additionally, many actions have burst healing, or 'emergency' themed bonus effects. For example, Expedient's Sprint buff is increased from 10s duration to 15s, Indomitability's potency is increased, Protraction and Excogitation instantly heal on use as well as applying their respective buff.
Some players might not be able to fully optimize in M8S, and leverage this rework's full potential. They might not be able to perfectly juggle all 3 DOTs, they might not be able to swap to Offensive for the +10p on one of the DOT refreshes because they need to stay in Defensive to protect from an attack that is coming in at the same time, etc. But that does not ultimately matter, because the fight is designed to be clearable with the current Job kit (which in this, is 'stay in Offensive 100% of the time'). Swapping Strategies would thus be 'optional' to the gameplay, to eke out a bit more from each of your healing tools, but unrequired for any content in the game. Even the Ultimates we have wouldn't require it. The complexity of the encounter, would not need to be adjusted to accomodate this new kit.
A hypothetical player would play the new kit, in the current design of the encounter, and if it's too hard to optimize, then they just remove pieces of the optimization side of the kit, until they reach a point where they can keep up with the encounter and the job kit's complexity combined. And if that point is 'where we currently are', eg, they can keep up with the Fight design only when they use Broil, Biolysis each 30s, and they ignore Strategy swapping, Miasma and Shadowflare entirely, then that's fine, because the total damage potency they're losing by doing so is... 310p per 2 minutes. Less than a single Broil.
The issue, instead, is that there's this pervasive mentality that you're either playing optimally, or wrong. That if a player, playing the above kit, cannot do perfect Strategy swaps, and perfectly refresh their DOTs, and that they do end up losing that 310p per 2min, then they're playing 'wrong'. This parse obsession needs to end, because it's costing us actual creativity within the job kits

Originally Posted by
Shistar
I personally agree with seeking to make a job's skill ceiling higher while keeping its skill floor low enough for those who only care to play it on a surface (or simpler) level. In this situation, all you'd be losing on is a bit of damage. You don't have to perform at the top 1% of your chosen job, I sure as hell don't. I just do enough to ensure I'm contributing to the damage in what way I can and making sure I don't mess up my mechanics. If you don't play anything above and EX, you really don't have to worry about most things.
Exactly this. But to add to this, there's ways to balance potencies, such that if you do play 'not at the top 1%', you don't get penalized as much as the current game penalizes you. As an example, if I ignore my DOT on SCH currently, I lose 1920p per 2min (losing 3200 from not using the DOTs, but adding 1280p back from using Broils in there place). With the above example numbers, ignoring DOTs entirely and using Broil in their place would lose the player 470p per 2min, and that's with 3 DOTs instead of just the 1 DOT we now have.

Originally Posted by
Aravell
Despite all the fighting over a direction for MCH to go in, I think most people can agree on a few things:
- The ammo system can be interesting and should return in some form
- Flamethrower is useless and needs to be reworked
- MCH is not fulfilling the job fantasy of selfish DPS (especially seeing as they're not a viable dance partner)
All these are easily actionable things if the dev team could just actually fix on a clear vision for MCH, because right now MCH is just languishing as a half single target/half AoE bloat job (and parts of their AoE isn't even a gain until like 7 mobs).
I expect that PRanged will get a new member in 8.0, and that it will be a Selfish style one, akin to MCH. At which point, MCH either gets properly looked at so that Selfish PRanged actually functions as a concept (so that the new Job isn't DOA), or MCH gets ignored, the new Job is great, and MCH is simply left to rot as 'new Job but worse in every way'. We saw it with PCT vs BLM/SMN/RDM in the first tier and Ultimate, we saw it with NIN vs VPR on the M6S adds, I expect we'll see it again in 8.0 too
Personally, what I would want for MCH, would be to change the Hypercharge window from Heat Blast x 5, to Heat Blast, Heated Slug, Heated Split, Heated Clean, [big finisher, maybe with a cast time]. I don't like the constant flips, I preferred the more subdued shots of the non-heated actions, but I don't want to remove the flips entirely because I know some players like them. So, having them as the burst window, by reducing how often we're seeing them, making them feel more special, and also giving them a big boost in damage to further enhance their cool-ness factor. Also, it'd allow Heat Blast to be the button that triggers the Hypercharge window (by making it cost 50 gauge), allowing us to remove Hypercharge as a button
Flamethrower, I've listed what I'd do to that previously, but as a refresher, make it a real OGCD, make it deal a burst of upfront damage of 150p, make it do triple that upfront damage if the enemy suffers from Bioblaster (resulting in 450p+300p). This means we'd swap one non-Reassembled Drill in the 60s burst to a Bio+FT combo, even in SingleTarget, and it'd help MCH's AOE a bit too. Also, why does FT tick once per second, when other DOTs tick once per 3 seconds? Can we get that on other stuff too? Like, imagine that Medica2 healed 50p each second, rather than 150p each 3s, it'd feel way better despite being the same overall healing
As long as Raidbuffs are multiplicative, and as long as SE has this random 'you do less damage because ranged' mentality, I don't think MCH's going to be able to fulfill the Selfish-DPS image. They buff and buff the potency of the tools, or Heat Blast, and it's never enough, because Raidbuff scaling is exponential.