The change doesn't have to be applicable to pvp though. A lot of skills have properties that are modified in pvp.
If you use quick reload by the time it's off CD you will still have 15 seconds on ammo, it also takes 12 seconds to use a full stack of ammo, meaning there is literally a 3 second window where you could use all your ammo and possibly not have quick reload off cooldown (most of which will be spent on the global cooldown) leaving about 0.5 seconds where you need to wait for quick reload to come off CD before you can shoot. Is this incredibly tiny niche possibility really a reason not to take the timer off?
What on earth are you talking about?I think you are understating it's usefulness... It's especially easy to see how big a change it can make when using it for AoE rotations. It's not as easy to say "well SMM/SCH has aetherflow" when our toolkit is entirely different. SCH's need their stacks on hand to react accordingly to changing circumstances so SMN gets it's too as they share the same mechanics and they both only get 3 per use. We get 9 bullets in the same amount of time and each of those bullets gives us +20 potency and a guarenteed proc, a proc you may not have got without them, so it could technically be counted as a +220/+200 potency for every clean shot you get.
How many 2nd wildfires have you got though without ammo whilst pulling off the same amount and type of shots as you would have if you did have it? I don't think it has ever occured with me, mind you the RNG gods really hate me.
The proposal here is to remove the 30 second duration that ammo has when loaded (i.e. if you don't use your ammo or reload within 30 seconds of gaining them, you lose all remaining charges). This should never actually happen during an encounter, as you will either use up all your remaining stacks, or use quick reload to refresh them.
This suggestion wouldn't allow you to do anything you can't already do. The DPS increase would be zero. It wouldn't change AOE rotations, it wouldn't magically make you have more ammo on a 2nd wildfire, or anything else at all!
(Unless, are you possibly mistaking the request for removing the actual cooldown on reload? Because yes, that would be crazy!)
I am more interested in why a timer is in there to begin with more than asking to remove it.
Machinists were a bit different at release. Quick Reload's values were changed to what it is now in Patch 3.07
http://na.finalfantasyxiv.com/lodest...7aff5b99d9fb32
I know I was there. What I am asking is why the developers believe that a timer should be on ammo. I don't think you add a timer to something like that without reason.Machinists were a bit different at release. Quick Reload's values were changed to what it is now in Patch 3.07
http://na.finalfantasyxiv.com/lodest...7aff5b99d9fb32
It's likewise the same reason why we should take it off (how much of an effect it'd have). I'm just throwing it out there for people who say there's absolutely no effect on actual gameplay when there's still the aspect of PvP and frontlines; it'd speed up my burst by a entire oGCD if I was able to jump into battle with full ammo at hand and still have a backup reload if I get OIP'd.If you use quick reload by the time it's off CD you will still have 15 seconds on ammo, it also takes 12 seconds to use a full stack of ammo, meaning there is literally a 3 second window where you could use all your ammo and possibly not have quick reload off cooldown (most of which will be spent on the global cooldown) leaving about 0.5 seconds where you need to wait for quick reload to come off CD before you can shoot. Is this incredibly tiny niche possibility really a reason not to take the timer off?
Most likely a carryover from what they initially had MCH planned to be; they mentioned ammo being required for specific abilities and reload having it's own niche (as in, not something you'd use off cooldown but rather being planned for something). There's so many ideas they scrapped from the initial previews there's a quite a bit of stuff left over from it that annoys me about the class design in general.
Last edited by RiceisNice; 06-14-2016 at 11:24 PM.
Hi,
As playing as a MCH as main character I totally agree with this.
SQUARE ENIX can you remove the 30 second ammo time-out please ?
Even Monk class doesn't have any time-out for chakra (V) so I don't see why MCH should have one.
It's really annoying to have to charge it when you are raiding and to lose the effect if you forget to activate it again to reach the 5th level.
MCH is one of the lower class for DPS with BRD so why did you create this 30 second ammo time-out as we already fighting hard for doing our best to have a decent DPS compared to other classes ?
Aetherflow and Ammo should not be compared. Aetherflow isn't a slight damage augmentation, it allows the limited and restricted use of some very powerful abilities. Ammo just increases your DPS slightly and ensures procs, which are already 50/50. A SCH has to choose between using stacks for instant single target Healing, Shielding the raid, DPS, instant AoE heal. Due to the wide range and potency of Aetherflow abilities, they allow you to stack hold the charges indefinitely. Ammo is less dynamic and has a specific use.
But none of what you explained still really contradicts the QOL change. Dynamic and specific use still doesn't change that MCH can't go to the washroom between raid pulls.Aetherflow and Ammo should not be compared. Aetherflow isn't a slight damage augmentation, it allows the limited and restricted use of some very powerful abilities. Ammo just increases your DPS slightly and ensures procs, which are already 50/50. A SCH has to choose between using stacks for instant single target Healing, Shielding the raid, DPS, instant AoE heal. Due to the wide range and potency of Aetherflow abilities, they allow you to stack hold the charges indefinitely. Ammo is less dynamic and has a specific use.
Last edited by Greedalox; 06-24-2016 at 11:25 AM.
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