I really enjoy having nothing to do in between GCD's and I also really enjoy having little to no depth in terms of DoT management and buffs.
Thanks SE!
I really enjoy having nothing to do in between GCD's and I also really enjoy having little to no depth in terms of DoT management and buffs.
Thanks SE!
Lmao. right? ^^^
Why didn't you just post this in your other whining thread?
Atleast for MCH personally I looked at the abilities we get and it's not going to change anything. My class is just going to be about doing kindergarten math regarding heat. Take a look at one of the other threads complaining about DRG losing a ton of depth, MNK also lost quite a bit as well. I enjoyed the fact that machinist was actually pretty mechanically difficult to play optimally. Now once we figure out how to manage heat thats it. Nothing else. DRK are BRD players also complaining about a lack of depth now.
I'm sorry that one of the most complicated jobs in the game, one that required micromanagement and a lot of practice got made more accessible and more in line with the difficulty of other jobs. You have my condolences.
Lol this guy has to create multiple threads but what I'm most impressed by is that his game character also seems to look like a douche![]()
Yeah man, refreshing Lead Shot was the most in-depth part of the class. Nearly as complex as playing oGCD whack-a-mole. Most of MCH really wasn't that complex outside of wildfire honestly, and that was pure muscle memory after a little while.
Last edited by Syfurion; 06-16-2017 at 08:46 PM.
I didn't find the old MCH interesting, I found it bloated and unnecessarily convoluted (it had a lot of OCDs, sure, but they all basically did exactly the same thing which made their tactical applications fairly limited). The old MCH was just a burden on people with limited space for abilities on their bar, with very little to show for it in return.
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