Ranged DPS jobs will feel almost new
So next I'll ask about ranged DPS, but in a nutshell, it feels like they've been completely screwed with (laughs).
Yoshida: Sorry, they're almost new jobs (laughs).
On machinist, you've added the "heat" mechanic. What was the idea behind that?
Yoshida: Similar to bard casting, previously there was a risk associated with casting which we've now reversed. Since we've made machinist a bit easier to handle, it's fun to be able to move around and fight with style. Machinist was at a point where all of the machinist actions, along with the enemy's actions, the turret, and additional actions like Hawkeye and other abilities that affect DPS with different recast timers made it difficult to know what to do and when to do it. It's worth noting especially for machinist that the removal of additional actions will make a significant difference.
Another issue was that there was a long period of downtime which could be a bit boring to get through in battle after unloading everything with Wildfire, so to go along with reducing the number of things to manage and making the job easier to understand, we added the heat gauge to add another thing to consider besides just Wildfire.
So that was the intent.
Yoshida: I think the challenge of the job has changed. With the removal of the casting time to raise damage, we added the heat gauge. It will be fundamental to the job to maintain a high heat gauge without overheating. The feeling should be like a temptation to overheat to achieve burst damage, but with an associated disadvantage of doing so. You can use Flamethrower as an AoE attack, but it will be more important to use it to manage the heat gauge.
The effect of bard's songs have also been changed a lot.
Yoshida: Yeah. The action to support the party to recover MP and TP of party members can now be set as a role action, so we've eliminated the need to have that same effect for both jobs. With that, we were able to give a bit more flexibility to each. Without providing the effects of MP or TP recover to both bards and machinist, the rate of utilization of one or the other might be biased, so that was one constraint we had to work with for ranged DPS.
That would be the case.
Yoshida: By making those common, we were able to add some specialized elements for each job to take their place. Additionally, by eliminating the cast times and the way these elements are intertwined, machinist became a totally different job. To be honest, we didn't really have a choice but to make the adjustment. For bard, it might have been easier to envision because there was originally no casting, but that wasn't the case for machinist, so I'm sorry to have made the sudden change.
It's hard to envision the change, so it may be a bit confusing.
Yoshida: If I had to say something about it and just said it's different than you might imagine, it might cause you to think about all sorts of things changing compared to the current level 60 job. So I think it will be better to actually try out machinist. You can say the same for other jobs as well, but you can't really compare the current level 60 job to the way it was when Heavensward was implemented.
Indeed, that's true.
Yoshida: If you're to compare, you should look at the current level 60 vs. the new level 70. Anyway, there will be a lot of new things to figure out when Stormblood launches. With Heavensward, the patch 2.55 rotations changed due to the new actions that were implemented and it eventually become a job that differed by level 60. However, Stormblood includes many changes even at level 60 that will continue up to level 70, so I think the experience will be quite different.