I'm still trying to understand what problem we're trying to solve here. Class identity? Skill set? A desire for new classes? Mechanical improvements?
I'm still trying to understand what problem we're trying to solve here. Class identity? Skill set? A desire for new classes? Mechanical improvements?
I don't know about others, and I assume everyone would get something different out of the split, but I just want a robot class in a game with cool robots :P
Considering MCH is at its most primitive state as of 5.0. Being very simple and with inconsequential Gages (Battery is a glorified CD) 6.0 will either double down or give us like 2 skills, 1 AOE and a “Upgrade” skill or Broil 5. And so everyone will be sick of it and be drawn to the other jobs hardy improvements
I think this Topic is deprived of MCH direction. As it can go either way to Gadgets or Gunslinger
People seem to want a gun job but don't like MCH for one reason or another. Yet don't seem to realise that Machinist IS the classic Final Fantasy gunner job.
but he isnt the classic ff gunner job. Its current inspiration is from edgar of ff6 , and he wasnt a guy with a gun , he was a womanizer king who loved gadgets , he literally had a castle that could dig inside the earth to travel across the ocean.
To clarify i dont really agree with op , the only thing i want is an actual gun job and i learned recently that musketeer is a cancelled one , the change of direction for current mch gives a good reason to rethink that decision , and i dont see the harm on asking to have an actual gunner job.
Only thing i read and heavily disagree is the 2 people saying that smn/sch chain was a mistake , something that has been fixed since stormblood, and something that is a selling point for those jobs as well as what makes them so different and more interesting than other jobs. but nooooooo lets keep beating a dead horse and crucify both jobs , look what happened in shadowbringers both suffer cause summoner lost aetherflow and sch lost the dps spells he shared. but nope its their fault for being chained together , we cant have nice things it was a mistake cause heavensward existed and people havent heard of traits, lets keep trying to destroy it.
For smn/sch the shared base class caused sever balancing issues, and FF14 borrows a lot of lore from the Ivalice Alliance games with the flare of Irvine and "the man with a machinegun" from FF8but he isnt the classic ff gunner job. Its current inspiration is from edgar of ff6 , and he wasnt a guy with a gun , he was a womanizer king who loved gadgets , he literally had a castle that could dig inside the earth to travel across the ocean.
To clarify i dont really agree with op , the only thing i want is an actual gun job and i learned recently that musketeer is a cancelled one , the change of direction for current mch gives a good reason to rethink that decision , and i dont see the harm on asking to have an actual gunner job.
Only thing i read and heavily disagree is the 2 people saying that smn/sch chain was a mistake , something that has been fixed since stormblood, and something that is a selling point for those jobs as well as what makes them so different and more interesting than other jobs. but nooooooo lets keep beating a dead horse and crucify both jobs , look what happened in shadowbringers both suffer cause summoner lost aetherflow and sch lost the dps spells he shared. but nope its their fault for being chained together , we cant have nice things it was a mistake cause heavensward existed and people havent heard of traits, lets keep trying to destroy it.
https://finalfantasy.fandom.com/wiki...nist_(Tactics)
And, most of these job split suggestions are usually just unimaginative pigeon-holding or like really boring like "pure-healer" is
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Ewwwwwww, it's all glowwy again!
caused it doesnt cause anymore , and it hasnt caused since stormblood. they are still chained togetherFor smn/sch the shared base class caused sever balancing issues, and FF14 borrows a lot of lore from the Ivalice Alliance games with the flare of Irvine and "the man with a machinegun" from FF8
https://finalfantasy.fandom.com/wiki...nist_(Tactics)
And, most of these job split suggestions are usually just unimaginative pigeon-holding or like really boring like "pure-healer" is
i just want my mch class to be able wield 2 handed rifle, also an option to toggle 1-2-3 combo animation to pre 50, hate that back flipping
Job identity.
3.0 and 4.0 MCH problems were that machineries were absent from the job and the turret was too weak to justify the "Machinist".
As Yoshi-P described it, it was a more of a Gadgeteer.
Now in 5.0, the problem is the opposite. The job revolves heavily around the uses of heavy machines (Multi-tool and Queen) and the gun is here to fill the holes in the gameplay.
When no machines are available, you use Gun GCD or spend the heat gauge.
As such, people want less gun&flips and more machineries.
And as the opposite, there's another group that wants a job fully revolving around the use of guns.
Everyone (Or nearly everyone as far as I can see) is satisfied with MCH going the right path but there is still a strong desire for a gun oriented job. It's not impossible as there is jobs that use the same kind of weapons. Sword (PLD, RDM, DRK), Staves (WHM, BLM) for instance.
MCH could still use its one-handed gun but a gun-oriented job could use a musket for example.
Honestly, I'd remain MCH main but I'd still play both.
Last edited by CKNovel; 07-15-2020 at 05:09 PM.
I think MCH is at the perfect balance right now.
It's core rotation is still entirely Gun based.
1-2-3 combo, plus Hypercharge, Heatblast and Gauss Round, Ricochet and Spread Shot. Reassemble and Barrel Stabiliser are also gun-related. It has more gun abilities than 'gadgets'.
Once again, Machinist IS the gun job in the Final Fantasy series. Adding gadgets is just the flavour that Final Fantasy's gun job has now.
Just as Final Fantasy's signature 'mage' job is based around elements and wears a pointy yellow hat.
Last edited by Seraphor; 07-15-2020 at 07:06 PM.
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