I am just curious what people think about our 1% buff to hypercharge in the last patch did this fix mch for you or do you feel more can be done? Personally am leaning towards it still a lot of work for little reward compared to other classes.
I am just curious what people think about our 1% buff to hypercharge in the last patch did this fix mch for you or do you feel more can be done? Personally am leaning towards it still a lot of work for little reward compared to other classes.
I thought it was fine before and after the 1% HC buff. The only thing I'd change about MCH is returning to Heated Shots, Spread Shot and Hot Shot granting 10 Heat instead of 5, and Quick Reload lowering Heat by 10. It was more fun and engaging to me. If we only get one AoE, too, I wish they'd give us back Grenado Shot and remove Spread Shot, even if they lowered GS's potency to be the same as SS now. It's a ranged job, I don't like having to go into melee range to line up a silly cone AoE.
More fun with heat and less ping dependant is all I need.
Please no, never again the +10 per ammo and -10 per QR... Was way too much useless.I thought it was fine before and after the 1% HC buff. The only thing I'd change about MCH is returning to Heated Shots, Spread Shot and Hot Shot granting 10 Heat instead of 5, and Quick Reload lowering Heat by 10. It was more fun and engaging to me. If we only get one AoE, too, I wish they'd give us back Grenado Shot and remove Spread Shot, even if they lowered GS's potency to be the same as SS now. It's a ranged job, I don't like having to go into melee range to line up a silly cone AoE.
"Là où il n'y a pas d'imagination, il n'y a pas d'horreur." Sherlock Holmes, Une étude en rouge, Conan Doyle
I agree with not wanting the +10 heat thing back. It just made for an awkward flow. +5, and with all the tools available now, MCH has a very nice clockwork to it. You can very easily still do it wrong (and lag/latency can still do that too), but now you're neither just completely ass-out on a mistake, or forced into awkward stops/snapbacks on heat generation. Build, spend, cooldown, repeat. #feelsgoodoniichan
Hrm... logs say MCH is about 160-200 DPS above BRD. If that's roughly the difference in RDPS gained from their respective utility, that'd be fine? "Fixed", if you wanna call it that.
Personally, I didn't ditch MCH over numbers, so it's still broken in my eyes. But I'll just let the usage statistic speak for itself there and play bard for my RDPS needs in the meantime instead >_>
"Là où il n'y a pas d'imagination, il n'y a pas d'horreur." Sherlock Holmes, Une étude en rouge, Conan Doyle
It’s fine. Boring and ping dependent, but fine in terms of DPS.
Actually having a heat mechanic to make decisions around would make the class far more enjoyable.
Things are still awkward.
Flamethrower's design is counterintuitive in almost every possible way. It's a DPS loss to use for more than a second in single target, and it's good for AOE but it will cause you to overheat and waste the overheat buff because it snapshots buffs when used. Trying to snapshot it and the end of overheat is usually a waste because it takes a full minute of spread shot to get there. Being unable to move or turn is also clunky, as is how it ticks on a timer that doesn't start when the skill starts, making it possible for flamethrower to go on cooldown without doing any damage or increasing heat.
The entire heat mechanic is an overcomplicated Raging Strikes right now too, and the need to overheat every wildfire makes the rotation feel much more static than it was in 4.0 or 3.x.
I also prefered to see OH a balance to maintain and a punishment from failing, that the actual "automatically flows 20% aligned damage mechanics" which includes weaving a FT tick to trigger at the right moment. That's playable, but clearly not a wonderful thought mechanic.Things are still awkward.
Flamethrower's design is counterintuitive in almost every possible way. It's a DPS loss to use for more than a second in single target, and it's good for AOE but it will cause you to overheat and waste the overheat buff because it snapshots buffs when used. Trying to snapshot it and the end of overheat is usually a waste because it takes a full minute of spread shot to get there. Being unable to move or turn is also clunky, as is how it ticks on a timer that doesn't start when the skill starts, making it possible for flamethrower to go on cooldown without doing any damage or increasing heat.
The entire heat mechanic is an overcomplicated Raging Strikes right now too, and the need to overheat every wildfire makes the rotation feel much more static than it was in 4.0 or 3.x.
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