Page 1 of 3 1 2 3 LastLast
Results 1 to 10 of 22

Hybrid View

  1. #1
    Player
    MajinkenSouga's Avatar
    Join Date
    Feb 2016
    Posts
    36
    Character
    Laguna Noctis
    World
    Exodus
    Main Class
    Gunbreaker Lv 90

    Quality of Life Ammunition MCH Change

    In my opinion, I find it annoying that Machinists have to constantly keep quick reloading before boss fights so they do not lose their ammo stacks. The idea that bullets have a duration makes no sense to me other than to irritate the player.

    I think it would be a great quality of life change if the duration for Machinists ammunition buff were removed. It would prevent players from not losing their ammo stacks accidently before a pull because they forgot to quick reload.

    What do you think? I am curious to know other peoples opinions on this matter.
    (19)

  2. #2
    Player
    Jamillion's Avatar
    Join Date
    Sep 2014
    Location
    Uldah
    Posts
    612
    Character
    Calypso Celeste
    World
    Lamia
    Main Class
    Archer Lv 60
    I agree, I'm not a huge fan of MCH tbh and that is one of the reasons, I think they have time limits to give the appearance that it's a quick moving ranged class but in reality it just seems like a terrible flaw. The bullets have to be spent in order anyway, if smn had to use stacks regardless of the skill they used AND lost stacks after a few seconds, no one would play it.
    (3)

  3. #3
    Player
    Kabzy's Avatar
    Join Date
    Sep 2014
    Location
    Central Shroud
    Posts
    661
    Character
    Kabz Il
    World
    Spriggan
    Main Class
    Alchemist Lv 90
    I don't think it makes as much of an impact as Jamillion is saying, as generally you will use them well before 30 seconds while in combat. It literally is only something for pre-pull, so I agree with the OP. Removing the timer will not impact the actual gameplay of the job at all, it's merely more convenient for before the fight begins.
    (1)

  4. #4
    Player
    RecklessLion's Avatar
    Join Date
    Mar 2015
    Location
    Japan
    Posts
    143
    Character
    Reckless Lion
    World
    Faerie
    Main Class
    Marauder Lv 67
    I would fully agree if quick reload didn't reset timer. I like the way mch plays. Quick reload is there and if you forgot who fault is that? Like I'm not trying to down play skills but if one you're holding a bullet for more the 30 seconds......or not stacking the bullets before a fight ummm then you're chosing to suffer beginning damage. By the time you get to a boss fight if you over loaded 5 bullets someone took the wrong turn. There's never been a situation where all 5 bullets are loaded and I forgot to reload. Maybe prep before fight but meh just push a button every 15 seconds. The fact quick reload is 15 seconds and resets the 30 seconds makes this argument moot.
    (0)

  5. #5
    Player
    AlereRaeder's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    112
    Character
    Alere Raeder
    World
    Behemoth
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by RecklessLion View Post
    ...
    Have you ever played arcanist? Yeah Aetherflow. Y'know the drawing of Aether for you to mend, and use special skills with, has an infinite duration. You can't stack it, therefore you can't draw any more aether even when you try to.

    Anyways, it's true that what OP said makes no sense. It's ammunition so it should work like Aetherflow, because waiting on aetherflow cooldown to come back is essentially the same as waiting for a machinist to stock-up ammo or wait on Reload but with a finite 30s to pull.

    Quote Originally Posted by MajinkenSouga View Post
    What do you think? I am curious to know other peoples opinions on this matter.
    I think it's dumb, and it's just another hole that SE dug themselves in.
    (5)

  6. #6
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    I'll support the OP. Granted, the way ammo was implemented has been a bone I've had to pick with MCH since it was introduced, and removing the duration makes sense and is a step in the right direction.
    (3)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  7. #7
    Player
    NovaLevossida's Avatar
    Join Date
    Sep 2013
    Posts
    984
    Character
    Kaiser Sturmwind
    World
    Famfrit
    Main Class
    Marauder Lv 50
    Most things in this game have short durations to be extra annoying and to have you rush while in combat or rush to get into combat. Is it much more lenient than greased lightning? Yes. So on that hand, I think it's fine. Does it make sense for ammunition to disappear? No. So on that hand, I don't like the current system.
    (0)

  8. #8
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Reload has been originally designed as a 30 second duration, 30 second cooldown skill, and going into a fight with 5 ammo pre-loaded doesn't seem to be the intended use initially. Compared to aetherflow for SMN that's only used for select abilities, ammo is a straight potency buff for every weaponskill and has a much more reoccuring use than aetherflow does. On the other end (lolPvP), a MCH would be going into a fight with 11 ammounition in tow, which is not only a straight potency increase but instant casts without having to spend the oGCd for the initial reload.

    Ammunition in general could have been better designed; having it be a straight potency buff and consumed on any weaponskill isn't very innovative toward the job, and quick reload becomes another oGCD rather than a job mechanic because of it. I'm at the point that I don't care enough for it to be changed as even a QoL thing because 5-ammo openers tend to throw my cooldowns out of sync for most boss fights, and it's objectively a buff that I don't really we really need in lolPvP in the form of even more burst damage.


    Quote Originally Posted by Jamillion View Post
    if smn had to use stacks regardless of the skill they used AND lost stacks after a few seconds, no one would play it.
    You mean something like aethertrail? Though it's not a fair comparison because of how they acquire aethertrial, but it's nonetheless a mechanic that they need to pay attention to utilize properly. To SMNs right now, aetherflow is not something you use up immediately for dps and it's not necessarily something you refresh on cooldown without a thought, but something that you need to time your usage with if you want to make the most of out of it. Most SMNs can attest to having 2flow/2trail as literally the worst feeling in the world (next to dying with aetherflow on cooldown) That's not the case with ammo because the later does not have a very big role into the job in regards to the timing of it's usage.
    (1)
    Last edited by RiceisNice; 03-10-2016 at 12:16 AM.
    ____________________

  9. #9
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by RiceisNice View Post
    Ammunition in general could have been better designed; having it be a straight potency buff and consumed on any weaponskill isn't very innovative toward the job, and quick reload becomes another oGCD rather than a job mechanic because of it.
    While I also complain about ammo's implementation, I can think of only two applications that would work in the current game. One would be designing MCH's shots around having additional effects that have to be manually tapped into by loading ammo before a shot (basically, what we know as Dark Arts). Have ammo replenish over time without you having to press anything, with maybe procs that increase the speed at which you recover ammo or a proc that generates 1 ammo. I'd probably make each ammo unit recover within 15 seconds of being spent, with the max you can have save up being 5.

    The other application would involve designing MCH around normal-power abilities that consume no ammo and strong abilities that consume ammo. Have ammo also be 5 units that replenish over time and forcing the MCH to pace their ammo use, with maybe a cooldown that replenishes all 5 units but on something like a 2-3 minute cooldown.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  10. #10
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Duelle View Post
    While I also complain about ammo's implementation, I can think of only two applications ...
    They could just keep the ammo procs, and make ammunition be used for something ASIDE from the procs itself. As it stands now, MCH is lacking things like self heals (hot shot with ammo can do just that) and abilties that add depth to the job (gauss round and ricochet for example, you practically use these off cooldown). They showcased some very interesting ideas in regards to multiple attachments and ammunition use, and what we have now is the fat with the meat trimmed.
    (1)
    ____________________

Page 1 of 3 1 2 3 LastLast