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  1. #1
    Player
    Cetek14's Avatar
    Join Date
    Mar 2016
    Location
    Ul'Dah
    Posts
    385
    Character
    Claire Oreiro
    World
    Lich
    Main Class
    Red Mage Lv 90

    Adjustments to MCH design without reworking from scratch

    Since devs instead of fixing the flaws in reworks create something new with different flaws, I think we should focus on the problems instead of new reworks. So I want to offer ideas, which in my opinion will fix the problems, without remaking the whole job from the scratch.

    Machinist definitely suffers from some sort of identity crisis. MCH is part of Ishgardian military, and core of it is a gun. I know that people will say "It's called Machinist so it's supposed to be focused on machines", but Bard is called Bard, yet people have no issues with the fact that it's basically Archer. But I do not suggest taking away the machine part, "raw" Ishgardian gunner might be boring, and lore has plenty of room for interpretation, so i want to connect both gun and machine in perfect tandem.

    But enough talking, lets go to the details. I will try mention all actions, so if something is missing, it means it got scrapped.

    1. Heat and battery gauge untouched.

    2. Split Shot, Slug Shot, Clean Shot - gone, reduced to atoms. We need new combo with brand new well made animations, and meaty gunshots. We need Gunner written by a big G. Even NPCs who wield gun have better sound effects (non machinists). It's absolutely pathetic that it's not fixed yet.
    Spamming 1-2-3 combo is boring. I believe we need new 2-step combo with two finishers. One damage oriented, second dot/damage buff/speed buff (depending on playerbase's preference).
    You probably wonder what about Heated combo - it's not gone, it's repurposed for something far greater. Of course all basic attacks still generate heat, and finisher battery gauge.

    3. Reload comes back for the sake of job lore and flavor. Even if it's simple "higher damage for next 3 gun based actions" (since we load special bullets it cannot increase damage of multitool actions).

    4. Reassemble stays the same (just upgrade animation, it's weird when we tinker with gun only to use it on multitool action, according to meta rotation).

    5. Hypercharge now called Heat Redirection - allows execution of brand new combo: Heated Split Shot -> Heat Blast -> Heated Slugh Shot -> Heat Blast -> Heated Clean Shot -> Heat Blast. (Heat Blast - oGCD).
    You might wonder why copy GNB. I say because GNB rotation works, and it would entirely fix ping issues. It will also fix animations - we have normal "non-heated" phase with toned down animations (keep in mind original animations should be reworked as mentioned earlier), and heat phase with wild animations. Properly balanced.

    6. Gauss Round - can stay, probably with no charges and shorter cooldown due to Hypercharge changes. Possibly changed animation and SFX.

    7. New AoE combo: Spread Shot (with upgraded SFX, that cartoony sound is a joke) -> Grenado Shot. Grenado Shot grants 3 stacks of Auto Crossbow.
    Bioblaster unchanged.
    Heat Redirection also grants X stacks of Flamethrower (if you use it, you can't use one target combo and vice versa).

    8. Barrel Stabilizer - no issue with it.

    9. Hot Shot, Air Anchor - no issues with it. But Hot Shot requires more powerful SFX as mentioned before and eventually reworked animation.

    10. For the sake of lore and job flavor Rook Autoturret should be main "summon". I think it can be made "place and forget" (automatic, no ground targetting), or the same as now, but without battery cost and on fixed cooldown. Bishop Autoturret can return as AoE version.

    Automaton Queen is now separate "summon", with multiple variations. It has pretty nice and detailed model design, so there would be no issues with it.
    Artillery - stationary, uses mounted cannon to attack one target for X seconds.
    Brawler - mobile, uses hammer (to be discussed) to attack multiple targets for X seconds (basically AoE version).
    Support Station - stationary, grants buff to party members (healing rate, decreased incoming damage, whatever). I know that this version won't be used often, but in emergency it might be helpful.

    11. Rook Overdrive, Rook Overload - no issues with it.

    12. Wildfire - no issues. Now it will simply work with all heated actions (since they are separate thing).

    13. Ricochet - scrapped.

    14. Drill - no issues.

    And now some details about what I mean "reworked animations". Let's be honest, HW animations are very stiff, but SB/ShB animations are definitely not the answer. They are over the top, they do not suit the job as main combo animations. I know that some people like it, so I'm suggesting moving it to secondary heat combo. But we can get something far better. You can take any RPG/action game with gunner class, and I'm pretty sure animations will be better than what we have now here.

    And i think it would be it. Feel free to discuss what sounds good and what sounds bad. Of course there are possibly better and more complex options to improve MCH, but as I said It's about fixing the flaws without reworking foundations. Core stays identical.
    (1)
    Last edited by Cetek14; 12-15-2020 at 04:18 AM. Reason: more details to 5th point

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