Page 1 of 7 1 2 3 ... LastLast
Results 1 to 10 of 61

Hybrid View

  1. #1
    Player
    Kleeya's Avatar
    Join Date
    Mar 2017
    Posts
    1,183
    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
    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.

  5. #5
    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
    *snip*
    It shows a baseline. No other job has the ability to pad their player power pre pull. Heat is something that should be maintained when a fight starts, not something you prep into. It was designed deliberately that way. And you're not supposed to overheat on the first wildfire. You're also not supposed to overload on a wildfire as overload does nothing for your WF damage.

    That overheated wildfire is something that happens later in the fight. It was designed that way. No different than a BLM revving up that foul, DRG moving to life of the dragon, SMN's summoning bahamut, the built up for gauges such as the fairy gauge, the built up for Black and white mana for Red mages, and I could go on. MCH are not special enough to require a special exception. That's the point I'm trying to help you understand.
    (3)
    Last edited by Elnidfse; 07-16-2017 at 02:11 PM.

  6. #6
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    842
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    Quote Originally Posted by Elnidfse View Post
    It was designed deliberately that way. And you're not supposed to overheat on the first wildfire.
    Aha I wonder what you'll think if they buff overheat enough to make it worth overheating every wildfire next week. That's not something I would bet against.

    The fact that overheating is not lucrative enough to do every wildfire is actually masking a lot of clunkyness that the heat system has. Perhaps next week you'll be introduced to the pain of being required to overheat the opener wildfire - but not having any good way to do it.
    (0)

  7. #7
    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
    It shows a baseline. No other job has the ability to pad their player power pre pull. Heat is something that should be maintained when a fight starts, not something you prep into. It was designed deliberately that way. And you're not supposed to overheat on the first wildfire. You're also not supposed to overload on a wildfire as overload does nothing for your WF damage.

    That overheated wildfire is something that happens later in the fight. It was designed that way. No different than a BLM revving up that foul, DRG moving to life of the dragon, SMN's summoning bahamut, the built up for gauges such as the fairy gauge, the built up for Black and white mana for Red mages, and I could go on. MCH are not special enough to require a special exception. That's the point I'm trying to help you understand.
    There is nothing for you to try and help me understand. You are explaining how the MCH currently works. I understand how the MCH opener currently works. Exactly why I said overheat on first wildfire doesn't work. The part you don't seem to be getting is that I am giving a suggestion of how I think the opener should work. You know, how like most suggestions work? I've already shown you other examples of pre pull padding. Another is Monk switching coeurl form pre pull.

    Starting at 50 heat would not be revved to max for MCH on the opener. Getting to overheat would be.
    (0)
    Last edited by MomoOG; 07-16-2017 at 02:48 PM.

  8. #8
    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)

  9. #9
    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.

  10. #10
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    842
    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.

Page 1 of 7 1 2 3 ... LastLast