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  1. #1
    Player
    CosmicKirby's Avatar
    Join Date
    Oct 2013
    Posts
    543
    Character
    Lulumia Lumia
    World
    Balmung
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Gun-Cat View Post
    I enjoy the Machinist archetype and think Aether powered guns are cool. But the problem is that SE does nothing with the archetype at all. First, "Ranged Physical DPS" is such a confused category. While never stated ingame, the playerbase expectations are that these jobs bring support with them. Somehow, the managed to fill this for BRD well while MCH feels lacking. Second, our machines do very little gameplay wise. You place the turret. No interaction at all with it, no special skills linked to it other than blowing it up. Heat is a fine mechanic and could lend itsself to a lot of fun and flavourful skills. But it didn't and we are back to optimizing WF as be all end all of our gameplay. The only gadget we got was the Flamethrower and that is... yeah...
    - The turret and it's abilities don't scale with some stats and barely scale with others.
    - Are fire and forget with virtually no interactivity, promote was removed making this even more apparent.
    - Takes up a good chunk of our DPS ability, meaning the rest of our potencies are gimped to compensation, so we can't get the high individual numbers that are a huge draw for being a DPS in the first place.
    - The turret doesn't contribute to wildfire damage, nor does Overdrive. Overdrive is a really weird player ability that commands our pet to do an attack, and as such any buffs on the player don't work for this ability, at all. (Is this the same with SMN?)
    - The turret is in a weird position of sometimes being effected by AoEs/Mechanics/Status effects, and sometimes not. Yet is also easily replaced, it's a wonder why it can be hit at all.

    The turret is horrible, it's not fun or interesting, it's almost better at this point to remove it considering square doesn't seem to want to do anything with it. 1 Expansion later, and they REMOVED and GAVE the turret an ability, it's basically the same thing it was before, no changes. Boring.
    (0)

  2. #2
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by ThirdChild_ZKI View Post
    SAM: Outdpses MCH. Has a DoT with Lead Shot's old potency (then, the highest DoT), and twice the duration.
    BRD: Outdpses MCH. Has 2 DoTs with a literal reset switch (for those that complain of MCH too easy/boring)

    . . . Give us back Lead Shot please.
    "

    That's not how damage tuning works. If they were to give lead shot back to MCH but still want our damage to be around what it is now, they'd still have to adjust overall potentiates to accommodate for that. It's the same deal for when they pruned DPS cooldowns like raging strikes and hawk eye; their dps potential is tuned in consideration of not having it. If MCH's damage is too low (and it probably is in the big picture), not having lead shot is not the reason why. Abilties like Lead Shot, plhetobmize and fracture are text book example of ability bloating that needed to be removed.

    Quote Originally Posted by CosmicKirby View Post
    - The turret doesn't contribute to wildfire damage, nor does Overdrive. Overdrive is a really weird player ability that commands our pet to do an attack, and as such any buffs on the player don't work for this ability, at all. (Is this the same with SMN?)
    Turret (and Egis) benefit from player buffs. This includes self buffs (back when they still had it) such as raging strikes and hawkeye, given buffs (Balance) and food/potions. Go pop food right now and you'll see the exact same buff on your turret/egi. Only hotshot is excluded from this (and summoners don't have an equivalent of this)

    That aside, I do agree that the turrets are very un-involved, but honestly with the terrible pet AI this game has, I'd rather not have them be more involved with placement or have summoner-esq pet bars.
    (2)
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  3. #3
    Player
    CosmicKirby's Avatar
    Join Date
    Oct 2013
    Posts
    543
    Character
    Lulumia Lumia
    World
    Balmung
    Main Class
    Machinist Lv 80
    Quote Originally Posted by RiceisNice View Post
    Turret (and Egis) benefit from player buffs. This includes self buffs (back when they still had it) such as raging strikes and hawkeye, given buffs (Balance) and food/potions. Go pop food right now and you'll see the exact same buff on your turret/egi. Only hotshot is excluded from this (and summoners don't have an equivalent of this)
    A worthwhile correction: It doesn't scale with our primary damage cooldown, nor our basic potency up ability. Why the random discrepancies? Is this a glitch?

    It's scaling with Gauss barrel, potions, food, debuffs ON the target.
    It's NOT scaling with Hot Shot, Wildfire.
    It is working with Balance.
    It is NOT working with Embolden.

    I just tested these and again, for something that is a constant factor of our DPS, it just doesn't scale with certain key abilities for arbitrary reasons.

    On a tangent: I think that Reassemble needs SOMETHING to make it not just a worse version of Lifesurge. (Which can't effect our strongest ability, Overcharge) Perhaps making it ensure Critical Direct Hits? (it only ensures normal Critical hits)
    (0)