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  1. #1
    Player
    Drayos's Avatar
    Join Date
    Jun 2019
    Posts
    292
    Character
    Sethra Rage
    World
    Odin
    Main Class
    Red Mage Lv 80
    New Machinist is Best Machinist

    - Fast gameplay, OGCDs. 1.5Sec GCD.
    - Both rapid Hits and Big hits. Offering a Engaging Fast paced experience, while having times of Massive damage numbers.

    i know its getting critism and thats fine, Classes arent built with 100% of the playerbase in mind, "Playable uptoo 200MS" is the game itself, not saying the game will be Perfect. OGCDs are possibly the Best part of this Games combat, and Realistically trying classes that dont have them, I cant even see why the hell someone would use it, it feels Slow, Sloggy, Locked down and Without Options. Imho the Ranged physical Role is possibly At the best state its been Ever

    - Machinist, highest APM, With OGCDs, Super fast Moments and more.

    - Dancer Slower APM outside Burst windows which are OGCD heavy

    - Bard Slowest APM. Hard hits Without as many OGCDs.

    It litterally caters to everyone and tbh They couldnt of gotten it better with each of these options, Some will complain sure, but its Normal, No one stays with the same main throughout expansions because classes take these sorts of revamps which will cause people to change, thats why your character can be every class, To Prevent that becoming a issue to the playerbase.

    I Cant speak for top 99 percentile Fight DPS Differences, but i can say they've basically perfected Each Job within these roles.

    Ranged physical are ment to Fast gameplay, thats the concept behind Always being able to shoot, having 0 Downtime and no movement restrictions, the class spells out to attract players Like me that want Something to push me to the Edge of how quickly i can really move my fingers, Its come with a cost of problems in higher Ping, sure. but Imho ripping out a Playstyle from the game entirely is more damaging to the game itself then it is to simply have things people question if they should use due to their Personal Circumstance.

    One Actively Denies Players a Option Entirely, offering no compensation.

    the other Leaves out Some of the playerbase but leaves 13 other Options for them to choose from.

    Ripping it down to a Heavy hit Slower APM Class would make it once again a Lesser Bard Clone. The OGCD and Speedy gameplay of the machinist Is Actually giving us a real difference between the two Jobs.

    the only Gripes i could pull for the class is:

    Flamethrower, It feels almost useless now, With no reason to really use it, Imho Apply a DoT to it so it has AoE Purpose, Or let it leave patchs of fire on the floor to burn targets for a Duration.

    outside of that, every ability feels fantastic.

    although i do question one thing, lots of people are now refering to it as "boring and repeatitive".. you are aware u just played MCH at its MOST "boring and repeatitive" last expansion right.. it litterally had a Static Rotation which centered around 10secs of Play every minute. Its Now actually got Choice, Options and Different things to work with, its Waaay more dynamic in use now then it was. IMHO i get the latency arguments.. but they werent Friendly to high ping players in SB Either, so realistically it hasnt really changed.

    Playstyles shouldnt Just be outright removed, the other two ranged physical offer Much more ping friendly options and completely different playstyles. we shouldnt be working to Reduce the Options Roles can offer.. Rather encouraging More diversity and Options given to the playerbase.. yes its frustrating. but thats how Class Reworks go. it will cause people to leave it and Others to pick the job up. But i can say now... theres ALOT More Machinists now then there was in SB.. by a LARGE margin.
    (3)
    Last edited by Drayos; 07-03-2019 at 06:04 AM.

  2. #2
    Player
    Bayarma's Avatar
    Join Date
    Apr 2018
    Posts
    3
    Character
    Y'shenn Baelat
    World
    Gilgamesh
    Main Class
    Machinist Lv 72
    I'll add my two cents as well.

    The Good
    First, the class is entirely changed from the Stormblood build that it was. MCH in Stormblood was a total disaster, and I am happy they changed it entirely. They made MCH far more focused on its own identity rather than trying to copy Bard in most respects.

    Another major plus, is that Wildfire is now no longer reliant on using your highest potency weaponskills and abilities to up its damage. It's now a flat gain per weaponskill executed during its cast. This makes optimizing Wildfire a lot more simple as a concept.
    Furthermore, we were given new skills outside of Wildfire that have really high potency, making us less reliant on a singular skill for most of our DPS gain. Again, reiterating the point here: This is simply a strong follow up on making MCH more focused on its own identity, not just in theme but also in practice. So well done to Square Enix on that!

    MCH as a whole became less about micromanagement as well, making the class easier to play. Priorities within the possible rotations are easy to understand.



    The things that need to improve
    The first thing which is the most simple problem that I'll cover is Ricochet and Gauss Round. Their potency seem very weak right now, and I don't feel hugely rewarded using these. It's more like a thing I could use between my typical 1-2-3 combo. It feels weak however, and should be buffed.

    The other obvious problem is the Ricochet and Gauss Round timers. It sort of baffles me how easy it is to over-cap on these two abilities.
    The fact that Heat Blast recovers fifteen seconds on each of these two abilities, per cast, is sort of questionable. Why is the time recovery so highly tuned? I feel this is the core problem regarding the complaints of playing the class with your own ping against the server. It ends up with us having to force a Ricochet and/or Gauss Round every time we use Wildfire and spam Heat Blast, all to avoid over-capping. This is where the clipping issue is.

    The solution to me is relatively simple: Don't have Heat Blast give such an enormous recovery timer on Ricochet and Gauss Round. Then, to compensate for... quote-on-quote DPS loss for fewer Ricochets and Gauss Rounds, simply up their potency instead. This will in turn make it feel more rewarding to use outside of the Wildfire window.



    As a whole, I am happy with how the class plays. My only major complaint is centered around Ricochet and Gauss Round and its respective timers, and perhaps potency across the board. Other than that, I'm very happy!
    (3)
    Last edited by Bayarma; 07-03-2019 at 05:52 PM. Reason: Grammar

  3. #3
    Player
    sinnum's Avatar
    Join Date
    Aug 2013
    Posts
    6
    Character
    Sinna Bun
    World
    Leviathan
    Main Class
    Arcanist Lv 80

    Casual thoughts

    Just a few things I've noticed as I've been leveling MCH:

    I like the idea of the class, and I enjoy the heavy OGCD nature of it. The new "tools" part of the class look awesome and feel fun to use! I'd def like to see more of that!

    Some things I'd like to see changed though:

    - Uncouple the job gauges. No reason why battery and heat gauge need to be together at all times.

    - Perhaps our job gauge can be used to better help track how many charged actions we have? Or maybe our cooldown on drill/bioblaster and hot shot/air anchor? While I'm fine with having to put a bar in the middle of my screen to track cooldowns, I find myself having to constantly check in with them because I know things are coming off of cooldown soon, or will be capping charges, and I need to use them. Something I hope you all look in to!

    - Others have explained the bad clipping that happens during hypercharge phase, I just simply want to show my support for how bad it feels to play with when the ping feels high.

    - Animation cancelling during hypercharge phase could be better. Heat blast -> gauss round doesn't look bad, but the ricochet jump looks really awkward during that phase. Maybe during hypercharge phase, instead of the jump, they do the 'throw turret'/'dismantle' animation which launches something that they shoot which then does the ricochet animation on the enemy (the bouncing shot on the 'plates')?

    - Flamethrower is cool but it's really hard to know what damage it's doing. Can this be changed to better readability?

    Overall, the class is much more fun and I look forward to it being made even better!
    (3)
    The Universe is a dark place.
    I'm trying to make it brighter before I die.

    -Thane Krios

  4. #4
    Player
    Drayos's Avatar
    Join Date
    Jun 2019
    Posts
    292
    Character
    Sethra Rage
    World
    Odin
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by sinnum View Post
    Just a few things I've noticed as I've been leveling MCH:

    I like the idea of the class, and I enjoy the heavy OGCD nature of it. The new "tools" part of the class look awesome and feel fun to use! I'd def like to see more of that!

    Some things I'd like to see changed though:

    - Uncouple the job gauges. No reason why battery and heat gauge need to be together at all times.

    - Perhaps our job gauge can be used to better help track how many charged actions we have? Or maybe our cooldown on drill/bioblaster and hot shot/air anchor? While I'm fine with having to put a bar in the middle of my screen to track cooldowns, I find myself having to constantly check in with them because I know things are coming off of cooldown soon, or will be capping charges, and I need to use them. Something I hope you all look in to!

    - Others have explained the bad clipping that happens during hypercharge phase, I just simply want to show my support for how bad it feels to play with when the ping feels high.

    - Animation cancelling during hypercharge phase could be better. Heat blast -> gauss round doesn't look bad, but the ricochet jump looks really awkward during that phase. Maybe during hypercharge phase, instead of the jump, they do the 'throw turret'/'dismantle' animation which launches something that they shoot which then does the ricochet animation on the enemy (the bouncing shot on the 'plates')?

    - Flamethrower is cool but it's really hard to know what damage it's doing. Can this be changed to better readability?

    Overall, the class is much more fun and I look forward to it being made even better!
    I don’t get the ping arguments. It’s been a problem since forever. This is suddenly turned into a ping dependent job nor has the playstyle ever been amazing for high ping players.

    It’s going to sound selfish. But not every job needs to cater to every player. The job system just needs to offer enough choices which can cater to a player. Neutering a option in gameplay is harmful and will do more damage then the fix will mend.

    This playstyle has never catered to high ping players. But we shouldn’t all have a playstyle removed from us to fix it.
    (3)

  5. #5
    Player
    Cabalabob's Avatar
    Join Date
    Sep 2013
    Posts
    1,671
    Character
    Gunsa Cabalabob
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Drayos View Post
    I don’t get the ping arguments. It’s been a problem since forever. This is suddenly turned into a ping dependent job nor has the playstyle ever been amazing for high ping players.

    It’s going to sound selfish. But not every job needs to cater to every player. The job system just needs to offer enough choices which can cater to a player. Neutering a option in gameplay is harmful and will do more damage then the fix will mend.

    This playstyle has never catered to high ping players. But we shouldn’t all have a playstyle removed from us to fix it.
    Let’s be clear, ping dependency is NOT a playstyle. If 2 people are in the same gear and equally skilled pressing the same buttons at the exact same time and one of them does less damage purely because they live further away, that is bad design. This is an MMO and ping issues should really be factored into how they design the game, not just MCH, but the entire game.

    And people haven’t “suddenly” started complaining about this, it’s been the biggest complaint about the job since SB and even to a lesser degree in HW. While it’s certainly not as punishing now as it was in SB, it would have been better if the issue was removed entirely and I imagine people were hoping for that.

    The playstyle doesn’t have to change at all for ping to not be an issue. If instead of giving us 8 seconds to use 5 heat blasts, they gave us 5 heat canisters, as a type of aetherflow mechanic, ping wouldn’t be an issue anymore. We’d still need to use all 5 as fast as possible to fit them into wildfire and we’d still need to expend oGCDs to prevent overcapping within those canister shots. But we wouldn’t be punished with a heat blast just refusing to activate because we didn’t get it within the 0.5 second window because of a clipped oGCD, throwing out that entire GCD (because the game started the cast but then cancelled it thanks to latency).
    (3)

  6. #6
    Player
    memepapa's Avatar
    Join Date
    Aug 2013
    Posts
    7
    Character
    Meme Papa
    World
    Tonberry
    Main Class
    Scholar Lv 80
    I also had this idea of giving 5 rounds of ammunition that you would expend and wouldn't miss a cast due to high ping and having to weave the ricochet and gauss round ogcds. It seems like a reasonable and thematic way to help higher ping players.

    The other thing that may be affected if the latency is very high is fitting in the last gcd into the wildfire window, but at least it should hopefully be more forgiving than the current hyper charge system and missing casts of the overcharged moves.

    Hopefully these kind of posts are noticed by the dev team!
    (1)

  7. #7
    Player
    Rivxkobe's Avatar
    Join Date
    Dec 2015
    Posts
    536
    Character
    Carmine Altair
    World
    Zalera
    Main Class
    Samurai Lv 80
    I mained MCH in HW. It could be stressful back then due to button presses + wildfire + latency but I enjoyed it. With the changes in SB and some of the new abilities, I dropped it because it was looking too stressful for me with my latency, and I was right. Knowing that I would never be able to use it completely effectively and knowing that I'd clip things, and lose damage because of the strict timings just makes it look unfun for me. And KNOWING that you CAN do better but are held back by your game connection? That's just upsetting.

    ShB added some cool ideas but it still looks overly strict and stressful and I have no feelings of wanting to pick it up again anytime soon.

    SE obviously has an idea of how they want MCH to work, but they need to realize that it is the least popular DPS for a reason.
    (1)
    Level 80: SAM | SCH | PLD | DNC

    Leveling: AST | WAR | MCH

  8. #8
    Player
    RegularJoe's Avatar
    Join Date
    Jun 2017
    Location
    Lima Lominsa
    Posts
    45
    Character
    Now Loading
    World
    Zalera
    Main Class
    Scholar Lv 90
    Call me crazy, but I loved MCH in HW. SB brought questionable changes, and Shadows seem to try and carve a new identity for MCH as the damage focused range dps, which is cool. I haven't really touched it much yet, but it just feels a bit off. The ping issues did suck. Nothing felt worse than unloading everything you got then realizing WF never registered so your damage just took a nosedive and you become dead weight for the next 2-3 mins.

    I guess Shadows tries to make it more reliable, but from what I'm hearing in this thread, it still has the clipping issues and once powerful abilities feel weak and spammy. I am not liking the turret restrictions on battery gauge. Just seems a bit unnecessary. Loved the idea of MCH (and Tech jobs in general); was my dps main in HW and SB.

    I'm still at 70 for the job, but how does the Automaton Queen feel?
    (0)

  9. #9
    Player
    Arkenne's Avatar
    Join Date
    Nov 2014
    Posts
    1,350
    Character
    Aiot O'lein
    World
    Cactuar
    Main Class
    Rogue Lv 80
    Question tho:
    So they ended up being 5 Heat Blast in 1 Hypercharge? not 6?
    (1)

  10. #10
    Player
    Vallerie's Avatar
    Join Date
    May 2018
    Location
    Limsa-Lominsa
    Posts
    115
    Character
    Valeria Ymir
    World
    Lamia
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Arkenne View Post
    Question tho:
    So they ended up being 5 Heat Blast in 1 Hypercharge? not 6?
    I don't think I've managed to fit 6 Heat Blasts within Hypercharge even at low ping and without using any GCDs between. Very likely due to the animation lock of using Hypercharge. So you end up having some wiggle room for weaving even with high ping and clipping (even if it feels bad), just with low ping you can get away with using HC at the beginning of GCD, while high ping players will have to use it strictly at the end if they want to weave.
    (2)

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