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  1. #1
    Player
    Kleeya's Avatar
    Join Date
    Mar 2017
    Posts
    1,182
    Character
    Kleeya White
    World
    Shiva
    Main Class
    Machinist Lv 100

    MCH future changes from the live letter

    Since someone else is gonna comment/complain about/discuss/etc about that even though we dont have all the changes yet, i might as well do it now XD
    [General Adjustments]
    ・Hot Shot
    Increased physical damage effect from 5% to 8%.
    Increase to Heat Gauge reduced from 10 to 5.
    ・Removed the Heat Gauge reduction effect from Quick Reload.
    ・Increased Rook Overload potency from 400 to 800.
    ・Increased Bishop Overload potency from 300 to 600.
    And more.
    5% to 8% on hot shot is a good move. Some people though might complain that this skill will become even more an ability bloat, since you want it up all the time more than before. Reducing the heat generated by this skill will make the MCH feel even more incomplete than before in the 64-65 lvls, since reaching 50 heat to active shot mastery will be slower now, except by using spread shot instead which consume more TP and can aggro more mobs on you than you want to. But to me it seems kinda normal that a basic skill generate less heat than the big flashy ones.

    Removing the heat reduction from quick reload is a bad move imo. It helps a lot keeping your heat in check, and not going into overheat without wanting it. The only case it could be a good move, is if wildfire is gonna be boosted a lot, the turrets 30 seconds penalty of overdrive reduced by a lot, barrel stabilizer cooldown reduced as well, the flame thrower hitting more hard and becoming usable while moving, so that it becomes mandatory to overheat on purpose at each wildfire, a thing i dont do now because there is more drawbacks than advantages to do it.

    Increased overload potency is a good move, but i still wont use it all the time with a 30 seconds penalty on the next turret's spawn, and will keep it at something to do when the boss life is down to 3%.

    All that i said being of course pure speculation depending on the "And more" content.
    (0)

  2. #2
    Player
    MomoOG's Avatar
    Join Date
    Aug 2013
    Posts
    367
    Character
    Vicas Windwalker
    World
    Lamia
    Main Class
    Pugilist Lv 70
    Ya I don't see how reducing heat gain from abilities or taking removing the heat drop from reload makes heat management "easier". It just makes it different basically forcing us to relearn the rotation/sweat spots for eat management all over again.

    I personally think equipping gauss barrel should automatically always put us at 50 heat. Would remove some of the awkwardness of heat management at lower levels as well as when starting any boss encounter. Starting at zero heat at the beginning of the fight sucks because you have to use stabilizer/flame thrower at early one which makes going into overheat for the first wildfire combo an issue.
    (0)
    Last edited by MomoOG; 07-16-2017 at 07:31 AM.

  3. #3
    Player
    Elnidfse's Avatar
    Join Date
    Jun 2017
    Posts
    292
    Character
    Rigel Regulus
    World
    Tonberry
    Main Class
    Machinist Lv 70
    Quote Originally Posted by MomoOG View Post
    I personally think equipping gauss barrel should automatically always put us at 50 heat
    No other job gets a free gimmie before a pull even starts. Dragoons don't just start at 2 eyes when they BotD. Starting at 0 heat is fine.

    Quote Originally Posted by Kleeya View Post
    Since someone else is gonna comment/complain about/discuss/etc about that even though we dont have all the changes yet, i might as well do it now XD

    5% to 8% on hot shot is a good move. Some people though might complain that this skill will become even more an ability bloat, since you want it up all the time more than before. Reducing the heat generated by this skill will make the MCH feel even more incomplete than before in the 64-65 lvls, since reaching 50 heat to active shot mastery will be slower now, except by using spread shot instead which consume more TP and can aggro more mobs on you than you want to. But to me it seems kinda normal that a basic skill generate less heat than the big flashy ones.

    Let's talk about reality.
    Hotshot from 5% to 8%. This is a ~100 DPS increase. That's great!
    The overloads now are only a DPS loss if you don't immediately redeploy your turret when the CD falls off, which makes it feel like a good attack to use that's particularly effective against jumps that last longer than 3.5 seconds and gets exponentially better the longer the boss remains untargetable for. So that's cool too.

    Now on to some things that I don't know about:

    Reducing heat gauge reduction is a bit... Weird. It stops odd situations where you BS if you were to want to use QR immediately afterwards for some reason, you won't be stuck out of your heated shots for 2 GCDs. If you accidentally overheat, you're not suffering extremely if you QR for whatever reason
    and
    Hotshot only increasing heat by 5 on it's own would be great


    However
    From where I stand this means between wildfires you would be in danger more often over a long period of time. This does mean you get to use cooldown more, which is a good thing(?). But how will this affect our overheats? What would change if they changed our flamethrower to be more desirable for damage.

    Furthermore
    How hard are they affecting heat management. Our non heated 1-2-3 is as effective as hotshot. If you accidentally overheat but are spent, that means it's going to take twice as long. A problem that's not a thing for somebody that me or anybody else who's been on the grindstone but a serious concern for novice to intermediate players. So. More damage for being twice as punishing? Impossible to tell. We'll have fun on patch day. I just hope I have enough time to math out a rotation before I'm sucked into savage with my FC
    (3)

  4. #4
    Player
    Bernkastelx's Avatar
    Join Date
    Jan 2016
    Posts
    212
    Character
    Clown Conductor
    World
    Lamia
    Main Class
    Summoner Lv 90
    I really don't think there is much figuring out more for the heat management with these changes, if you are using Aiuri's opener just do 2 tics of flamethrower instead of 3 to get that 80 heat sweet spot. What is interesting though is using overload in overheated wildfires, BS is on the same cd as overload so that should be fun figuring out.
    (0)

  5. #5
    Player
    Elnidfse's Avatar
    Join Date
    Jun 2017
    Posts
    292
    Character
    Rigel Regulus
    World
    Tonberry
    Main Class
    Machinist Lv 70
    Overload does not affect wildfires. Also you seem to misunderstand the point. It has nothing to do with the opener. The post wildfire as you cycle your CDs have you approach 90 heat (the old sweet spot) 1-2 GCDs earlier than you're able to set up your next WF. If they don't change how FT works then that's fine, we'll just cooldown and burn back up. But if FT somehow become effective at ST and desirable to burn for long periods of time this will make our rotation a bit wonky. I don't expect FT to be changed and by proxy expect our rotation to require that much more thought. But it is a scenario that I have considered. Nothing short of adjusting the individual heat of all of our shots would have any sort of impact. And even if they adjusted the heat of all shots who cares! We'll still be able to burn up using FT.
    (0)
    Last edited by Elnidfse; 07-16-2017 at 10:31 AM.

  6. #6
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    840
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    I'm surprised they actually gave SCH back miasma 2, now if they could just give us back lead shot. Potencies and heat problems aside, lacking a way to multidot or pad on adds is still a very large weakness we have relative to bard now. Just what do they expect us to do if we get a fight with beefy, separated adds? (a1s, a2s, a11s lapis phase, etc).

    Heat I see as a good thing. Considering that our cooldown weaponskill is a thing and is technically a dps increase over heated split-slug-clean on average, having to cooldown more to handle heat is a good problem to have.
    (1)
    Last edited by Myon88; 07-16-2017 at 11:20 AM.

  7. #7
    Player
    SlayerOmega's Avatar
    Join Date
    Jun 2015
    Posts
    57
    Character
    Ryoku Volkres
    World
    Coeurl
    Main Class
    Machinist Lv 90
    This is clearly analysis of an incomplete list of changes. But if I were to theorycraft JUST these changes on their own. They're not what we need.

    - Fast Reload not consuming heat now means that we have to use CD even more..... I really don't like CD as a skill it just feels "meh". And Hotshot 10 > 5 isn't a huge deal cause you only do it every 30sec anyways. 5 less heat gen every 30sec.... who cares. Bigger issue is that we no longer have a GCD option for heat ramping after an accidental Overheat. Now we're back to 10 GCDs instead of 5 for Heated Shots.... thanks SE. (Now if ALL Heated Shots heat generated went from 10 > 5 I'd be VERY happy. And would make it harder to F up. And if you do, it's REALLY on the player at that point)

    - HS going 5% > 8% is free damage... can't complain (wish it was 10% though, 8 is just a weird number)

    - Overload change now makes it break even with it's 30sec timer. Still just an encounter ender, or for boss jumps.
    (0)
    Last edited by SlayerOmega; 07-16-2017 at 11:24 AM.

  8. #8
    Player
    Guulu's Avatar
    Join Date
    Jul 2017
    Posts
    40
    Character
    Guguulu Laladoga
    World
    Bahamut
    Main Class
    Botanist Lv 80
    Potency tweaks, great! But I'm kinda scared about "easier to manage heat gauge" and not sure why would they change it. I feel that current heat management is pretty okay and keep me busy deciding when to use cooldown while planning for next WF. Now MCH requires less effort but I think bad or careless MCH would still accidentally go overheat more frequently than top MCH, which is 0. I really don't like the concept of "this job is too hard let's make it easier" from SE. This can kill the fun for people playing the job a lot and be dull after much shorter amount of time.
    (0)

  9. #9
    Player
    MomoOG's Avatar
    Join Date
    Aug 2013
    Posts
    367
    Character
    Vicas Windwalker
    World
    Lamia
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Elnidfse View Post
    No other job gets a free gimmie before a pull even starts. Dragoons don't just start at 2 eyes when they BotD. Starting at 0 heat is fine.
    What does what other classes have to do with anything? Some random rule that needs to be enforced because? Hey look MCH himself can free gimmie ammo for himself and MNK can build Chakra stacks before a fight. Or maybe you want to create some sort of special rule about what counts as a free gimmie resource.
    The point is that with the current heat gain mechanics, a MCH trying to go into overheat on the first wildfire overload becomes clumsy. Other classes don't have to deal with a similar problem.
    (2)
    Last edited by MomoOG; 07-16-2017 at 12:54 PM.

  10. #10
    Player
    Ossom's Avatar
    Join Date
    Nov 2014
    Posts
    368
    Character
    Ossom Possom
    World
    Adamantoise
    Main Class
    Armorer Lv 53
    They should have changed our Flamethrower to replace our Auto Attacks with the Flamethrower skill unless we move, but still allow for Weaponskills.

    This would actually make it seem like a decent Lv70 skill, make it usable to build up heat when Barrel Stabilizer is down, and add a pretty cool skill to the game, compared to the almost uselessness Flamethrower has been.

    Overdrive changes are alright, makes it useful for phase changes as long as Hyper drive has more than 30 seconds on CD when the phase change starts, otherwise you need to do it a bit earlier.

    Would be really nice if they buffed Overdrive to do more damage while the turret is in Hypercharge, so you can finish Hypercharge a bit early (2-3 seconds) for more potency on the Overdrive. This way you wouldn't really need to worry about the clipping of Hypercharge's timer during phase changes as much and you know Overdrive is a DPS gain when you use it.
    (0)

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