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  1. #1
    Player
    PlumpyMcduff's Avatar
    Join Date
    Mar 2015
    Posts
    222
    Character
    Plumpy Mcduff
    World
    Coeurl
    Main Class
    Marauder Lv 50

    PROPOSE Machinist Buffs/Changes HERE

    DISCLAIMER I: it goes without saying that changes would require appropriate re-balancing where necessary... please don't shout "OP," as you should assume SE to revisit MCH balance as a whole once implemented.

    DISCLAIMER II: I know that some of these are pipe-dreams or unnecessary... but I think it's important I/we propose them while there's still a shot (Yoshi-P Proc Chance). For instance, I think Recall & Salve are extremely cool/unique. For another, it's very unlikely Promotion will be split into Jolt/Surge but I think it a very important/needed change. It's also doubtful that Foot Graze & Dismantle/Rend Mind will be removed, but I think those are boring abilities & I think their effects are better served folded into Blank/Gauss Round. Removing them also leaves room for my new abilities (as well as a yet detailed new AOE ability I'll propose which' tied to your turret).


    My proposed changes:


    Blank: remove potency & give it Foot Graze's effect.

    Dismantle: give it Rend Mind's effect.

    Reload: reduce cool down to 45s.

    Rook Autoturret: add a tracer animation to its auto-attack.

    Split Shot: reduce TP cost to 60.

    Suppressive Fire: increase range to 10y.

    *NEW* Recall: Ability - Instant - Self - 30s CD - 50 TP - increase movement speed by 50% for 3 seconds.

    *NEW* Salve: Ability - 1.5 cast - 5y Range - 120s CD - 0 TP - restores target's HP every 0.5s. Cure potency 150. TRAIT: Triage - increases cure potency to 250.

    *NEW* Jolt: Disables a turret's attack mode. Turret will instead create a 20-yalm radius TP regeneration field. Caster MP is slowly drained while active. Cannot be combined with Surge. Attack mode is reactivated upon reuse. Hypercharge Effect: Regeneration potency is doubled.

    *NEW* Surge: Disables a turret's attack mode. Turret will instead create a 20-yalm radius MP regeneration field. Caster MP is slowly drained while active. Cannot be combined with Jolt. Attack mode is reactivated upon reuse. Hypercharge Effect: Regeneration potency is doubled.

    *REMOVE* Foot Graze.

    *REMOVE* Promotion*.

    *REMOVE* Rend Mind.

    To-Do List: AOE Rework (our aoe 'rotation' is very dull/uninspired... (Ammo Effects? More reason not to spam one skill profusely? New manual-activation Turret AOE, "Pulse"?).

    *I realized that MCH is practically unable to AOE appropriately with Bishop deployed as it loses the benefit of Rook's TP regenerating Promotion effect. This feels very counter-intuitive & poor. Likewise, utilizing Rook means we're locked out from MP regenerating our casters. So I split Promotion into two abilities: Jolt & Surge. To consider, allowing both Jolt & Surge to be active simultaneously but each draining MP (2x MP depletion). Would be an interesting change-up from Bard, to be able to burn twice as hard but restore both resources at the same time. Balance considerations would be in order, of course (Hypercharge? Values?).


    ANIMATIONS/MODELS

    • Autoturret Glamours
    ...Summoners will be receiving Egi glamours, I think Autoturret Glamours could be a huge win. Could be as simple as palette swaps to completely new skins to new animations/particles. SE could go all out on this!
    • Colored Munition's Pouch to match weapon
    ...similar to card-backs to match the globe... having your satchel match your weapon would be a huge model boost.
    • Secondary Weapon Holding Stance
    ...can't lie, I was really bummed to see Machinist just holding their weapon out forward in one hand. Could have a different option where they hold it/run with it held like a shotgun (as simple as a slightly modified WAR axe hold). Ninja's have different jump animations, so I could see this being a thing (though, it'd have to be tied to /cpose or something of the sort).
    • Gauss Round Animation Buff
    ...could use some extra flash to it... maybe make it like a plasma bolt or something? Similar to Big Shot or Desperado fire.
    • Kneeling Gauss Barrel Animation
    ...same bummer with Gauss Barrel... thought it'd be some sort of "hunker down" or snipe stance but we just stand there. The attachment is neato but this simple change would really boost the animation IMHO.
    • LB3 Satellite Beam Animation Buff
    ...the shot feels very pewny... could be beef up a bit (wide beam of light, less time spent on tilting the droid/more time on hyperbeam effect).
    • Wildfire Animation Buff
    ...would be incredibly awesome for it to have some kind of kindling effect & an ensuing combustion of some sort... would help with MCH's underwhelming visuals overall.

    Quote Originally Posted by ThirdChild_ZKI View Post
    Cube and Sphere ADS skins for the Rook and Bishop turrets and I love you forever, SE.
    Quote Originally Posted by popotaro View Post
    Mog Turret for Mog Gun please <3
    (9)
    Last edited by PlumpyMcduff; 07-13-2015 at 04:27 PM.