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  1. #21
    Player
    Kryzen's Avatar
    Join Date
    Aug 2013
    Posts
    126
    Character
    Mazus Valefor
    World
    Diabolos
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Samsta View Post
    Yeah, but they need to understand that they will have good and bad rng in fights and that can't be helped.
    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.
    (0)

  2. #22
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    842
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    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.
    (1)

  3. #23
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Kryzen View Post
    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.
    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.
    (1)

  4. #24
    Player
    Hanmerreborn's Avatar
    Join Date
    Sep 2013
    Posts
    204
    Character
    Kara Zorel
    World
    Brynhildr
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Myon88 View Post
    I noticed over the course of the expansion that this is the one element of machinist that seems to consistently annoy people.
    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.
    (0)

  5. #25
    Player
    Inuk9's Avatar
    Join Date
    Feb 2014
    Posts
    566
    Character
    Cacho'rro Dos'ventos
    World
    Behemoth
    Main Class
    Machinist Lv 80
    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.
    (0)

  6. #26
    Player
    Arkenne's Avatar
    Join Date
    Nov 2014
    Posts
    1,350
    Character
    Aiot O'lein
    World
    Cactuar
    Main Class
    Rogue Lv 80
    Quote Originally Posted by Inuk9 View Post
    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?
    (0)

  7. #27
    Player
    Inuk9's Avatar
    Join Date
    Feb 2014
    Posts
    566
    Character
    Cacho'rro Dos'ventos
    World
    Behemoth
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Arkenne View Post
    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.
    (0)

  8. #28
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    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.
    (0)

  9. #29
    Player
    Inuk9's Avatar
    Join Date
    Feb 2014
    Posts
    566
    Character
    Cacho'rro Dos'ventos
    World
    Behemoth
    Main Class
    Machinist Lv 80
    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
    (0)

  10. #30
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    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.
    (0)

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