5. Design coherence and kit interaction
A lot of abilities don't interact well with each other, and everything feels very clunky due to that problem. We have Drill and Air Anchor on the global timer, which means they'll have to be used on timer, and we have on the other hand a bland, standard 3 steps combo (which removed the uniqueness of the old ammo system by the way...). Fortunately using Drill or Air Anchor doesn't break said combo. But the combo doesn't fit into the rotation well at all. You put it on hold all the time to pop all those hypercharges all the time. You also have to take care not to use more than one tool before or after hypercharges because it WILL BREAK your combo since you'll have held unto it more than 15s. All the GCD structure feels completely disjointed due to Drill and Air Anchor being on the GCD.
Just remove Drill and Air Anchor from the global cooldown (you can keep them as weaponskills, like the old bard empyreal arrow so they continue benefiting from Reassemble and can be included into the end of wildfire).
Also, we get a new gauge, which is the battery gauge. This gauge is boring. There is noting interesting mechanically behind. You charged it by using 2 abilities, and then fire and forget. As said above you also have to time it with raid buffs in raids, and the timer for it is variable depending on the amount of battery used. This also generates stress because it makes it rather arcane to see exactly when to use it so it falls correctly under those buffs. Other than that, the turret or queen automaton just don't interact much with the whole MCH kit at all. It feels completely disconnected from it.
Flamethrower also suffers from the same problem. The ability isn't bad per se and actually does decent damage, but it doesn't interact with the kit in any way, and actually see its use be counterproductive to heat generation that you actually want for hypercharges and Autocrossbow. Seen like that, Flamethrower actually CONFLICTS with the AoE kit of the job.
Another problem, why does Heat Blast reduce the charge on Ricochet and not Autocrossbow? You'd think that overheating with the AoE equivalent, which is autocrossbow, would actually interact with the AoE charge we have, and not the single target skill (heat blast)? Why Ricochet and Gauss Round don't share a recast timer between each other? That way for single target you'd use Gauss Round with Heat Blast, and for AoEs you'd use Autocrossbow with Ricochet?
6. Damage dealt
Not being lvl80 yet, I cannot properly judge of the actual damage caused. I actually think that the damage you get out of the job in solo and quests is very misleading because you have immediate access to all your burst tools and only nuke. But overall on actual, longer fights (dungeons, trials, etc), the damage dealt right now feels rather underwhelming, besides Drill and Air Anchor who are the only thing that really feels rewarding.


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