Since Yoshi mentioned that they're aware of MCH problems and will look into them in 5.0, I've been speculating what they could have in mind and there's one idea I've been tinkering with for the last couple of days that I feel could do a lot to both help with clunkiness issues and make MCH rotation less vulnerable to disruption while preserving the heat mechanics (in a more user-friendly way of course), possibly allowing MCH to avoid a full rework.
This assumes a speculative environment where all jobs are getting changed to a lesser or greater extent beyond my ability to predict, so the idea intentionally disregards any meta considerations and focuses solely on MCH's individual QoL and flow of combat.
- Wildfire is split up into two components: passive damage accumulation (trait) and active detonation (single-target ability) and now is tied directly to Heat.
- By default, the new Wildfire button is inactive and only becomes usable when the Heat gauge goes into Overheat and during the Afterglow phase (the brief period after Overheat ends during which the heat gauge is locked and Gauss Barrel cannot be reapplied, I don't believe it has an official name so I'm calling it Afterglow because Cooldown is already taken).
- While MCH is in Overheat, x% of all damage dealt by the MCH is compiled (and I would love a UI element that displays the accumulated potency)
- At any point, Wildfire can be activated to deal the damage compiled so far to the target. MCH doesn't need to wait the full duration of Overheat.
- Once Overheat ends, damage stops accumulating but Wildfire detonation remains useable for the duration of Afterglow
- Damage accumulation has no cooldown (although obviously it resets if not detonated in time), but the active Wildfire detonation probably still should to preserve MCH's cooldown synchronicity and keep burst windows predictable
In addition, of course, to rearranging levelling progression so that elements of the heat gauge get unlocked in a more logical order, with Cooldown unlocked at the same time as Gauss Barrel so that we don't get a gauge that's sorta just there and we don't get to control for a large chunk of the levelling experience and majority of pre-SB instanced content. Also, since Wildfire now requires the Heat gauge, it must be unlocked later in progression (ideally somewhere in the 51-60 range), which hopefully would mean that Heat is unlocked earlier, ideally somewhere in the 1-50 range.
- Intended results: By separating the damage accumulation window and detonation burst, MCH has greater control over when Wildfire detonates, and because it is no longer committed to a specific target ahead of time, it gives the MCH more flexibility during phase transitions/boss invincibility frames and add phases.
- Side effects: By moving Gauss Barrel earlier in level progression, a learning MCH can get used to Overheat windows before Wildfire, and when Wildfire is unlocked later and expands the functionality of the Overheat state, it becomes easier to put 2 and 2 together, making the job more intuitive and smoothing out the learning curve. Additionally, if the compiled potency accumulated by Wildfire during Overheat was visible somewhere in the UI, it would provide real-time feedback on one's performance, facilitating self-improvement without resorting to parsing.
- Additional provisions: Because Heat becomes more relevant at earlier levels, it would need to become more reliable without relying on the end-game Flamethrower ability, Heat generation must be as predictable as possible. Cooldown needs to be available earlier, preferably unlocked at the same level as Gauss Barrel, and there must be no RNG or inconsistency involved in Heat generation or reduction. The game should make it clear what abilities interact with Heat and under what circumstances.


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