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  1. #31
    Player
    MomoOG's Avatar
    Join Date
    Aug 2013
    Posts
    367
    Character
    Vicas Windwalker
    World
    Lamia
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Jilliebeans View Post
    i think MCH is heading to the right path because they did say that they going o make the class more "enjoyable" to play seem it has so little player based, which is what they are aiming for in 4.0. i am expecting to see A LOT more mch in 4.0
    You want to increase MCH player base? Improve the GB graphics and the MCH weapon drawn run animation lol.
    (2)

  2. #32
    Player
    Aeliott's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    615
    Character
    Aeliott Cadenza
    World
    Phoenix
    Main Class
    Monk Lv 90
    My thoughts:

    Are turrets gone?
    Yoshi did have a disclaimer that of course - we won't be seeing everything in this skill exhibition. So for now there's no way of knowing. Turrets are a core part of the Machinist's identity in my opinion, but I wouldn't rule it out. If they remain - then it's likely that Hypercharge and Promotion will have changed somehow. If they ARE gone, then it might be that the potential damage of the turrets has been shifted into other abilities, and/or heat gauge management.

    Ammunition
    So now it looks like we only get a maximum of 3 ammunition instead of 5. Not only that, but they get consumed when the new skills are used. One of them a kind of swift, show-off-y spinning shot, the next the row of exploding bullets, and finally 2 turret/nodes that fire lasers. Either ammunition now functions like Aetherflow in that these new skills can only be used with ammunition - much like Fester and Pain Flare etc on SMN - or it remains the same and the new skills are actually weaponskills, though I don't think this is likely. Honestly it's going to take a lot of getting used to this change if it is an Aetherflow system, not for that reason but rather having a less dynamic 123 combo (again, assuming the new skills aren't GCD). Overall if what I assume is correct, then I don't really mind this change.

    Heat gauge
    This is interesting. So firstly - the Heat Gauge only appears when Gauss Barrel is on (even though it doesn't have cast times now). Then the flamethrower skill is used, and the heat gauge increases 10 points every second up to 50 (the number corresponds to the % of the gauge filled). The colour of the gauge changes from green to red as it fills. Once the flamethrower is over, the bottom half is glowing red, and stops glowing red when the quick explosive shot is used after Spread Shot.
    Note: the bottom half of the gauge could indicate when this skill is available to reduce heat (by 25)? Also this could be a Weapon Skill since it's the 3rd moved used under Rapid Fire, though it doesn't confirm it.

    The weaponskills used prior to this exploding shot increased the gauge by 10, so we can probably assume each weaponskill except the flamethrower increases heat by 10 points. After this however the Heat Gauge doesn't change. The explosive shot reduced heat down to 45, but the floating screen skill took it up by 5 points to 50. Either it has a minor 5 point heat increment for using it, OR what I speculate may be the case is that it automatically sets your heat to 50% and readies the explosive shot (unless it's coincidence it flashed red at the same time). The screen skill could also maintain that 50% heat for a set duration, or simply every move used afterwards doesn't increase Heat anyway (off-GCDs?).

    For those of you who play League of Legends, this reminds me a lot of Rumble, where you are rewarded with extra damage / effects for balancing your heat between 50-95%; and I would also speculate that there is a penalty for maxing it out. Likely pacifying you for a few seconds, or forcing off your Gauss Barrel (since heat only appears with it on) and putting it on a CD before you can apply it again. That does of course beg the question of whether you could take Barrel off before it overheats and reapply, though there may be a penalty CD for taking it off. It's unclear if certain moves can only be used at certain heat levels.

    Removal of cast times / nerfing damage / shorter wildfire?
    It's impossible to say if it affects their relative damage at this stage, since there's obviously a slew of new skills to account for. Nevertheless - I do suspect their damage may have been culled along with BRD due to the power creep both had in 3.X. One of the main complaints in early HW was that MCH was too much effort for the same payoff as BRD. In the ensuing buff-a-thon of both jobs their damage in spite of their plethora of support was....very very high. I suspect MCH along with BRD have been dragged into line a bit to go back to that "less damage but invaluable support" ideology. And MCH does seem to be simplified in terms of ammunition, based on most peoples' assumptions. Of course there's also the heat gauge to contend with, but whether or not that leads to another case of effort/reward discrepancy with BRD remains to be seen. They DO still retain Wildfire, albeit at a seemingly reduced timer.

    Final thoughts, I think MCH is going to be one of the most-different jobs here....I'm fine with most of the implied changes - the retention of Wildfire keeps one of my favourite things about the job, and depending on how the heat management feels I can make peace with any other simplifications. Removed cast bars doesn't bother me too much, even though MCH was the one designed with it in mind in HW, and it seems doomed to be inseparable from BRD in some ways from now on.

    [tl;dr]: I like the implied changes even though it's probably going to feel very different from now on.
    (5)
    Last edited by Aeliott; 05-24-2017 at 07:12 AM.

  3. #33
    Player RaizeGraymalkin's Avatar
    Join Date
    Nov 2014
    Posts
    263
    Character
    Volta Fross
    World
    Lamia
    Main Class
    Archer Lv 61
    MCH was such a piss poor class. The RNG factor of it, the dumb casting animations, and it's bland looking abilities. 4.0 MCH actually seems alright.
    (1)

  4. #34
    Player
    Kahnom's Avatar
    Join Date
    Aug 2014
    Posts
    1,616
    Character
    Arlizz Teirez
    World
    Jenova
    Main Class
    Monk Lv 90
    Are they gonna remove rng proc combos ?
    (0)

  5. #35
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Kahnom View Post
    Are they gonna remove rng proc combos ?
    We don't know.
    But with the rework of the bullet system (looks more lik eatherflows from the SMN), I wouldn't be surprised they either removed it or reworked it in some way.
    (0)

  6. #36
    Player
    Yeol's Avatar
    Join Date
    Jan 2016
    Posts
    1,308
    Character
    Dr Yeol
    World
    Ragnarok
    Main Class
    Fisher Lv 100
    There will be no cast time. Our GB now can heat up which means we have to keep an eye to it. I don't think it will change our play style drastically but maybe around 30% with new abilities and skills. Rotation will change for sure but I think we'll still be a bursty job with bursty rotation and managing our CDs for wildfire.

    Also noticed that we only have 3 ammos instead of 5 unless these are different type of ammos.
    The ammos were used on different animation (Those are not our regular 1-2-3). But the animation to get the ammos is the same as reload.

    Since we are using more fire now, we'll be dealing some magic damage instead of physical.

    Also if you notice GB, the pointer can go back using some abilities instead of forward (cool it down).

    One thing that worries me is that we might get some animation-lock abilities/skills.
    (0)
    Last edited by Yeol; 05-24-2017 at 07:53 PM.
    "BAAAAAARD!" - 2018

  7. #37
    Player
    oph's Avatar
    Join Date
    May 2015
    Posts
    48
    Character
    O'phyro Dhekku
    World
    Shiva
    Main Class
    Ninja Lv 80
    I have mixed feelings about these changes, but I'm definitely hyped to see what we have in store since I've enjoyed playing MCH and I'm hoping to max level it asap.
    (0)

  8. #38
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    842
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    Quote Originally Posted by Aeliott View Post
    I suspect MCH along with BRD have been dragged into line a bit to go back to that "less damage but invaluable support" ideology.
    Which is worrying if you ask me. If HW was any indication the 'invaluable support' the ranged bring is nothing more than tp/mp regen, which while great during progression, quickly becomes superfluous after that point. Paying a DPS tax for such 'invaluable' utility is a pretty bad deal.
    (1)

  9. #39
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,867
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    I feel like I'm honestly much less likely to enjoy MCH now that the ammo system has been turned into Aetherflow of the Machines.

    What was so wrong with proc guarantees and an otherwise gambler class?
    (0)

  10. #40
    Player
    Pence's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    1,455
    Character
    Bravo Whiskey
    World
    Ravana
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Yeol View Post
    Blah blah blah
    You don't think it'll change MCH playstyle? Having a shorter WF, less CD's, having a new 'heat' mechanic, less ammo, new abilities, able to move while skillin'........

    And for some reason you bring up 'we'll be dealing some magic damage instead of physical'? ....What? Why? Elements are dead in this game. Very limited reasons it'd ever matter. And DRK using magic makes it extremely impractical to impose 'magic resistance'.

    You don't get animation lock with abilities, only skills. Abilities are instant cast. And skills? Learn-2-slide.
    (0)

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