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  1. #11
    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 mero-ix View Post
    If you think about the overheating mechanic less as a buff and more as a penalty, it's actually kinda neat in comparison to other dps (like dropping botd) because overheating gives a unique opportunity to do more dps when used very specifically. I really didn't like how overheating wildfires worked in 4.0. It was awkward to plan out perfectly, and using flamethrower to push into overheat was annoying (especially if you got targeted with a mechanic right after and had to move). MCH plays a lot more smoothly now with the changes (imo) and not having to bother with overheating wildfires on top of the insane amount of mechanics in Omega.
    It acting as a penalty creates another problem, although that has more with the tuning itself. MCH's relative damage is already lower compared to it's competitor (the BRD). The way I see overheat is that it should be a high-risk, high reward. You overheat under specific circumstances (all oGCDs and you can fit two clean shots, a single slug shot, and two cooldowns), while reckless overheating will lead to an overall damage loss (similar to a DRG letting BotD drop through GS overuse). The idea of "frontloading" damage at the cost of damage lockout should not be the in the core design of a job, we already have turret overload for that and not a lot of fight scenarios present that sort of opportunity, nor do our heat gains really allow for that either (even before the nerf).

    If overheating is not needed at all, why is this even a thing if they have to nerf that to be a non-consequential factor (the lowered heat gain)? As someone mentioned, we already have abilties like cooldown and barrel stabilizer to direct manage heat, and we don't need/want those to be rendered irrelevant for persistant gameplay.


    Quote Originally Posted by photometrik View Post
    I posted these in another thread, but I think they deserve repeating (sorry). Here is what I'd like to see from MCH:

    1. The Heat Gauge should be a permanent fixture, it just resets to 0 after Overheat + 10s lockout.
    Agreed, there's really no point that GB needs to ever be off, and it feels completely arbritary to have to reattach it
    2. Gauss Barrel should be changed to an oGCD ability that automatically forces an Overheat.
    If they wanted overheat to be the sort of thing where we frontload our damage for a burst period, then barrel stabilizer should be changed to add heat rather than adjust heat.
    3. Overheat should do more damage. I won't claim to know how much more, but it should definitely be more than a 10% increase.
    It definitely needs to be more rewarding to offset the inherent risk
    4. Cooldown should apply a Burning DoT (you are expelling heat, after all) that does a minimal amount of damage. Not much, but just something instead of nothing.
    We don't need more DoTs. It's an entirely pointless fluff that would just take up a debuff slot on the boss, espesically if it's going to do minimal damage. If cooldown needs a damage buff, then we're better off just adding it to the potency
    5. Flamethrower should also apply the same Burning DoT (for the purpose of giving us better multi-target/AoE capability). In addition, make the ability much shorter and increase heat faster. I feel like it should function more like an AoE opener as opposed to...whatever it is used for right now.
    See number 4
    6. Wildfire should last just a little longer or do a higher percentage of damage dealt.
    No. Part of the reason why I disliked the old, 15 second wildfire was that most fights did not allow for it go off. I'll tell you right now that if wildfire is going to be 15 seconds, I won't be able to land a second (third for lakshmi) wildfire on Susano before he phases. 10 second intervals is more flexible when it comes to fight design the way I see it.

    7. Bring back the old heat generation values, and give Quick Reload back its heat reduction mechanic.
    Yes and no. Quick reloading lowering heat can be incredibly frustrating; it meant that you couldn't use it at all if you were at 50-55 heat, and made even worse that your next weapon skills would not generate heat all.
    8. Reassemble needs a shorter cooldown, or should last longer (or both).
    Arguable. There's no rerason to make Reassemble "last longer" considering that it fades after your next weaponskill, and it already lasts 20 seconds which is longer than any of our "proc" buffs. It could stand to be lowered to 30 seconds to line up with every reload and make it less of a fluff button
    9. The Hypercharge vulnerability debuff should be removed from the ability and added as a function of the turret itself, maybe reduce it to 2% to mirror BRD's crit buff? (this is debatable, but it would bring MCH support in line with BRD somewhat)
    No. As much as I want MCH to be competitive to BRD, they should not be walking the same road to providing their party contributions. A perfect example would be to buff Dismantle to be a bit more usable. The way it is right now with a 5 second duration and 90 second cooldown, you can't have it up for most of the important mecahnics (specifically in O3s, I can't apply it to all of the dark tokens), nor does it last long enough to mitigate some of the bigger raid-wide aoes (Again in O3s, Hali's x3 dimensional wave) Compared to troupadour being 30 seconds and affecting the entire party, it dwarfs what dismantle can mitigate in those scenarios, and I can't really think of a fight where dismantle would be stronger than troupadour in that context (Susano's unktei are stagnated over a longer 5 second period, and likewise with Lakshmi's final Chinchilla ability chain)

    I know some of these ideas may be far-fetched, but it's just what I think would make the class better and more fun to play (for me, at least).
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    Last edited by RiceisNice; 07-26-2017 at 10:38 PM.
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