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Thread: 4.0 MCH is Weak

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  1. #1
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    I'm not one to suffer "No [job]" nonsense. That's not to say I don't understand if something is perhaps less viable, but I remember when MCH was "weak" and people didn't want them in raids. . . I got time. And plenty of other things to do than try to wait to be considered favorable by the meta. I could just as easily play SAM as I like that too, but I didn't main MCH through Heavensward because they were so amazing. I did it cause I liked it, just like I raided because I liked it. At least then anyways.

    So yeah, if MCH is weak, okay. I can wait. 10/10 will still play it, but I can wait.
    (0)

  2. #2
    Player
    Tokyozombie's Avatar
    Join Date
    Jul 2015
    Posts
    28
    Character
    Alex Flowerchild
    World
    Lamia
    Main Class
    Warrior Lv 90
    I love Almost everything they changed for MCH. The heat gauge doesn't bother me because all i need is the number and I love managing heat. I love being able to move and do consistent damage so I don't mind being lowest dps. What I do mind is that BRD outclasses MCH in both DPS and utility. I would love for MCH utility to be in par with BRD but it would probably be easier for the dev team to up the MCH damage. I agree 100% with the damage changes in OPs post.
    (6)

  3. #3
    Player
    Id_Slayer's Avatar
    Join Date
    Sep 2013
    Posts
    63
    Character
    Lacaan Vasiim
    World
    Cactuar
    Main Class
    Archer Lv 92
    Having Played MCH at 70 more and done some dungeons alot...and having spent a lot of time on the level 70 dummies...here's my thoughts on what I'd like to personally see changed:

    1.) I'd like to see something done with flamethrower. It seems like it was a decision made because it sounded cool but didn't 100% mesh with the job, but they needed to have -something- else other than barrel stabilizer, and somehow this was just the best thought put forward, but not really the -right- thought(solution)

    2.) Gauss barrel should be available at a much lower level, like level 30. At level 30, it should provide 5% dmg increase to all actions, with a trait at level 64 to increase it to 10% while between 50 and 100 heat. This solves the lack of proper development planning for using the job at lower level dungeons(a), rewards good MCH with dps increase maintaining 50-99 heat(b), and the 10% should carry through into overheat, so we also get the overheat % increase to make it more worth-while(c). This also boosts wildfires so they should hopefully be closer to Sam's omgwtfbbqslice' slash move.

    3.) Cooldown should be available at 30, removing 10 heat or 15 heat. At 62 a job trait should increase the amount of heat to 25 like it is now. This maintains the current design, but fixes the failed planning to address the job's functionality at lower levels.
    (3)

  4. #4
    Player
    CosmicKirby's Avatar
    Join Date
    Oct 2013
    Posts
    543
    Character
    Lulumia Lumia
    World
    Balmung
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Id_Slayer View Post
    Having Played MCH at 70 more and done some dungeons alot...and having spent a lot of time on the level 70 dummies...here's my thoughts on what I'd like to personally see changed:

    1.) I'd like to see something done with flamethrower. It seems like it was a decision made because it sounded cool but didn't 100% mesh with the job, but they needed to have -something- else other than barrel stabilizer, and somehow this was just the best thought put forward, but not really the -right- thought(solution)
    What really bites with Flamethrower, is that it's basically the first Skill that FF's first "Machinist" Edgar would use back in FF6. And yet it clashes with the kit pretty hard atop of being super underwhelming.
    (1)

  5. #5
    Player
    GmW's Avatar
    Join Date
    Jun 2017
    Posts
    7
    Character
    Artemis Greave
    World
    Mateus
    Main Class
    Machinist Lv 61
    been watching and reading a lot on MCH since SB, loved the job style etc, many problems though!

    end-skills not satisfying enough, comparisons are discouraging...

    BRD has utility, dps, many skills to choose from, MCH feels 1-2-3 centric.

    also, it has turrets!

    maybe make turrets useful? SMNs were reworked to make them more pet-centric like a SMN should be! So maybe MCH should be reworked to be more turret-centric? right now, turrets are so -place-and-forget-its-there.... even more then before in HW!

    HALP! lol
    (1)

  6. #6
    Player
    RichardButte's Avatar
    Join Date
    Mar 2011
    Posts
    1,107
    Character
    Richard Butte
    World
    Hyperion
    Main Class
    Machinist Lv 90
    Quote Originally Posted by GmW View Post
    been watching and reading a lot on MCH since SB, loved the job style etc, many problems though!

    end-skills not satisfying enough, comparisons are discouraging...

    BRD has utility, dps, many skills to choose from, MCH feels 1-2-3 centric.

    also, it has turrets!

    maybe make turrets useful? SMNs were reworked to make them more pet-centric like a SMN should be! So maybe MCH should be reworked to be more turret-centric? right now, turrets are so -place-and-forget-its-there.... even more then before in HW!

    HALP! lol
    It'd be nice if turrets did something else other than auto attack, have ONE "command" attack, and blow up on cue.

    As folks have said, they're basically place and forget DoTs right now.

    Back in ARR, one of the things I liked doing with SCH was actually moving the pet into different positions to maximize its AoE potential. If the turrets can hover in place, I've no idea why they can't also move.

    Hell, maybe what MCH needs is just to be a full-blown pet class...
    (0)

  7. #7
    Player
    Ryaz's Avatar
    Join Date
    Jun 2015
    Location
    Mist Ward 21, Plot 45
    Posts
    1,845
    Character
    Ryaz Darksbane
    World
    Brynhildr
    Main Class
    Samurai Lv 100
    Quote Originally Posted by CosmicKirby View Post
    What really bites with Flamethrower, is that it's basically the first Skill that FF's first "Machinist" Edgar would use back in FF6. And yet it clashes with the kit pretty hard atop of being super underwhelming.
    Actually, Edgar didn't have the flamethrower as a tool at all. He had the chainsaw, auto-crossbow, drill, noise blaster, bio blaster, flash, debilitator and air anchor. The chainsaw wouldn't work well (though it would be awesome) as you'd have to get in close to use it. The bio-blaster would probably be the closest thing to the flamethrower, imo.
    (1)

  8. #8
    Player
    Shunye's Avatar
    Join Date
    Sep 2013
    Posts
    74
    Character
    Shunye Windlash
    World
    Diabolos
    Main Class
    Archer Lv 70
    Quote Originally Posted by Ryaz View Post
    Actually, Edgar didn't have the flamethrower as a tool at all. He had the chainsaw, auto-crossbow, drill, noise blaster, bio blaster, flash, debilitator and air anchor. The chainsaw wouldn't work well (though it would be awesome) as you'd have to get in close to use it. The bio-blaster would probably be the closest thing to the flamethrower, imo.
    auto x-bow, drill, chain-saw were the only 3 tools i ever used on edgar.
    (1)

  9. #9
    Player
    Ryaz's Avatar
    Join Date
    Jun 2015
    Location
    Mist Ward 21, Plot 45
    Posts
    1,845
    Character
    Ryaz Darksbane
    World
    Brynhildr
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Shunye View Post
    auto x-bow, drill, chain-saw were the only 3 tools i ever used on edgar.
    The Bio Blaster was nice. Hit every target for decent poison damage and left a DoT. Just had to be careful as some enemies were healed by it.
    (1)

  10. #10
    Player
    CosmicKirby's Avatar
    Join Date
    Oct 2013
    Posts
    543
    Character
    Lulumia Lumia
    World
    Balmung
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Ryaz View Post
    Actually, Edgar didn't have the flamethrower as a tool at all. He had the chainsaw, auto-crossbow, drill, noise blaster, bio blaster, flash, debilitator and air anchor. The chainsaw wouldn't work well (though it would be awesome) as you'd have to get in close to use it. The bio-blaster would probably be the closest thing to the flamethrower, imo.
    I was thinking it fits the idea of a 'machinist' like Edgar, not that he necessarily used one. It's a somewhat random gadget that you use in combat. It's a MACHINE.
    (1)

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