Having tested on a dummy for a bit now, I think these changes have made MCH more fun to play than in 4.05, but not nearly as fun as in 4.0. Heat management is now non-existent in perfect play. Unless you have incredibly high skill speed, there is no need to ever use Cooldown unless you are already overheating, which feels all sorts of wrong. Your shots naturally bring you to 85-95 heat before your next Wildfire with no need to ever reduce your heat, so then you just tap Flamethrower to overheat. We need something like 10 heat per shot, for ammo to not prevent heat gains, or a rescaling of the heat gauge numbers to make heat management interesting again.
As mentioned by others, replacing Gauss Barrel and your turret are also just annoying things you have to do once the respective timer elapses, and are not really meaningful. Having Gauss Barrel reapply itself or Barrel Stabilizer apply it, and just disabling the turret instead of destroying it would be some very nice QoL changes.
There is need to use Cooldown when you want to keep attacking while you know the boss is about to change phase to don't overheat while the boss is invincible or untargetable. There is nothing wrong, and it feels like you didn't play it to believe we just straightly use Wildfire 100% of the time we can like if you never faced a monster about to die or a boss about to change phases, so you still want to attack but delay the start of overheat thanks to Cooldown. (I didn't say you don't play it, I really mean it feels like you forgot that part of the gameplay like if you didn't play it to never faced it).
Last edited by Fannah; 08-09-2017 at 04:22 PM.
Not exactly. If you don't make a fight rotation that uses wildfire every time it's up you're going to lose a wildfire and lose damage over the course of the entire fight.
It was a guaranteed step of your combo. 3 cooldowns are equal to a 1-2-3 without any of the RNG. On basic math alone it's better than the 25% chance you have of getting to clean shot on proc's alone. It also had a very clear place in it's job in heat managementI don't believe the 10 heat to be a good thing just with the former system. Let's think about it, it's like asking awareness for a poor little free slug shot not even providing something special. Sure, why not having 10 heat per heated shot, but I wish we had something more to do than just a free slug shot, like it would change everything. Remember it's just 40 bonus potency compared to Split Shot... with no chance to proc a Clean Shot.
Last edited by Elnidfse; 08-09-2017 at 04:57 AM.
I don't believe the 10 heat to be a good thing just with the former system. Let's think about it, it's like asking awareness for a poor little free slug shot not even providing something special. Sure, why not having 10 heat per heated shot, but I wish we had something more to do than just a free slug shot, like it would change everything. Remember it's just 40 bonus potency compared to Split Shot... with no chance to proc a Clean Shot.
I agree for difficulty as I naturally like it, but I don't want that vision of difficulty and fun for just 40 more potency (which can end to don't even be a boost as it has no chance to proc anything else, and doing Cooldown --> Combo 1, is not better than doing Combo 1 --> Combo 2 as this one could at least proc Combo 3 instead of just a Combo 2).
I don't have ideas about what to do about that heat for now, but yea, I feel like a free Slug Shot with 0% Clean Shot proc to be too light for 10 heat per shot.
Heat gauge became so simple to manage after 4.05, and now even hotshot is extended to 60s. What should we do between the WF windows? Hitting 123 several times and literally 1 CD and 1 hotshot? (CD is't even needed with low enough SS) I'm so disappointed about most of these "buffs", the challenging factor of MCH is taken away in 4.05 and now I don't even have to keep an eye on hotshot timer. What they have done these 2 patches is lower the skill floor with tiny amount of dps buff. I feel like heat gauge is almost irrelevant now after FT increase 20 heat per tick, right now MCH is simply just 123 for a minute, hit hotshot once, FT then do your WF rotation. I feel the fun of MCH left is the unique 123 combo with a bit ammunition management. At the very least dismantle is now much more useful.
Got plenty of 4400DPS and some 4500DPS runs on V4S SSS dummy (i323) so MCH DPS did get a nice boost. Can't wait to try it out on savage this week.



Ehh I will practice the rotation when I get home but now the job is not only harder to play than Bard now definitely, it also does less damage and utility. May be jumping ship if I can't find any fun in this rotation. It is simply miserable what MCH has been going through since 4.0 and it continues to be miserable with this patch. It is only of the least played jobs even in 3.0 and SE seems determined to keep it that way.
I'm pretty sure our damage is definitely higher than Bard now. Less utility sure but definitely not less damage. It's just been made a lot simpler is all. It's not like that's exactly a bad thing. I just wanted a bit more complexity back.



You are the first to say this from other threads I have seen. Is there numbers for this yet?
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