Quote Originally Posted by ItMe View Post
People pointing out a lotta cons, but I wanted to highlight some pros too.
Alright, I'll say it.

I liked Stormblood Mach. I understand it was and still is a ping based job, but I happened to have suitable ping for it and I grew to love it. Stockholm syndrome maybe, but the more I played it the more I liked it.

Shadowbringers really isn't all that different. It more or less plays the same, it's just more rigid in its approach. Played as intended, it's the same loop, but you're not nearly as punished for the minor things.

Wildfire being minimized kind of sucks, but its balanced out by the lack of frustration that came from having 50% critical rate and only critting your Reassembled Clean shot. That's fine, I didn't feel like doing damage. That's somewhat moved to unmodified AA/Drills now, but that's fine. No different than any other job that relies on a high potency dump.

The robot is jank. It needs work. We need the ability to set a target for it somehow, both initially and after.

Wildfire as a 2min cooldown needs some more oomph to it - and it really should have AoE. Having the robot not interact with Wildfire is a giant waste of potential imo.

Flamethrower was never great, but it at least had purpose prior. It doesn't feel good to use even in its best case scenario. With the shift to the gadget focused Machinist, I hope Flamethrower gets adjusted so it doesn't feel awful while being objectively okay for its intended use. Ask me what I'd like and it changes by the day, but it's been mentioned (And today I happen to like the idea) of Flamethrower being a mode swap for the Machinist that puts them close range, changing their primary skill line and their "ammo" skills (Gauss/Ricochet), but a more realistic view is just AoE Air Anchor.