very true. I think SE should just remove the probability mechanics and adjust the damage accordingly, if at all. It really would make the class feel much nicer outside of cooldowns.
I noticed over the course of the expansion that this is the one element of machinist that seems to consistently annoy people. The solution is simply not to worry about micromanaging your DPS so much. Sometimes you'll get dry spells, sometimes you'll get lucky and get procs over and over - it all evens out in the end. In the grand scheme of things, mechanics like natural damage variance and critical strikes impact your DPS just as much.
Instead of thinking of split slug and clean as 3 separate skills, just think of them as parts of the same basic 1-2-3 combo that you cycle through by default. You'll be much happier if you just take whatever you get without thinking about it too much.
You're not familiar with the Skinner box, I take it. This is the rare situation of skinner-boxes being used correctly. While the advent getting good RNG feels good, having it being used as a challenge point, and not a simple reward point, actually forces adaptation in what would otherwise be routine play. Maybe you were waiting on a proc to get enough mana for a full combo between the phase change, but now that proc didn't come. Now you have to decide if you've enough time for another spell, or do an partial burst before your window closes on you, or to simply hold it and use it for an opener.
Here, the random reward adds an element of unpredictability to something that would otherwise fall to the routine, and lost its novelty more quickly - especially seeming every other combat mechanic outside Job Mechanics has a very limited amount of Randomization added to it. Each fight is heavily scripted to flow a certain way you're supposed to follow and once that fight is down, the farming will quickly become monotonous. It's these small chaotic elements that will help keep combat engaging long after the fights themselves lose their natural retention.
You may say you want something mores standard, but the numbers don't lie. Skinner-box mechanics keep people hooked longer, even if it's seen as a cop-out. The fact that they're beginning to take out of reward systems is a good step. But I don't think it needs to be removed from combat mechanics - as right now they're the only thing keeping combat from very quickly becoming monotonous.
I don\\'t like it because unless you\\'re fiddling a lot with the UI it focuses too much attention on your bar instead of what\\'s going on around you, ESPECIALLY if you\\'re having a bad streak.
It\\'s the same complaint I had for the 4th combo DRG moves. Anything that requires staring at your bar is bad design imo. Cursory glances for cooldown readiness should be the only real reason you\\'re looking at your hot bar.
the current reload is 60 seconds giving 5 bullets. The new reload is 30 seconds giving 3 bullets. That is clearly a buff since you get 1 extra bullet every 60 seconds.
I think its only a nerf for the opener as there will be less bullets available for it, but as a non-MCH this seems more appealing since every 30 seconds one can go high noon instead of once every opener + 60 seconds, and this makes me feel like trying MCH again.
Also, don't know if its now but Quick Reload is at 15s, so thats extra 4 bullets per minute, isn't it?
quick reload CD will remain unchanged. The only difference now is Quick reload don't give 30 tp per use.I think its only a nerf for the opener as there will be less bullets available for it, but as a non-MCH this seems more appealing since every 30 seconds one can go high noon instead of once every opener + 60 seconds, and this makes me feel like trying MCH again.
Also, don't know if its now but Quick Reload is at 15s, so thats extra 4 bullets per minute, isn't it?
I'm curious as to how the new opener is going to play out, because while Turret Overload provides a nice chunk of damage for Wildfire, it'll also kill your Overcharge if it's still active, which makes me wonder if spending all of your ammo on heated shots before transitioning into overheat + Cooldown spam would be better.
probably the openner will be something like reload to Flamethrower to wildfire, to heated combos + CDs on overheat.
Dunno how cooldown will play here, since its a strong oGCD but can be only used outside overheat and takes 25 off your heat gauge
You can use Cooldown during overheat actually, if footage from the media tour is anything go by. It's also not a OGCD ability, as it costs TP.
Which would make using ammo during overheat only a minimal gain, as the total potency of an ammo boosted 1-2-3 sequence is only 75 higher then Cooldown 3x.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.