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  1. #1
    Player
    Shyle's Avatar
    Join Date
    Aug 2013
    Posts
    118
    Character
    Shyle Katriss
    World
    Ultros
    Main Class
    Samurai Lv 70
    I just returned after a long break, I always liked the idea of the Machinist when it first came out, but wasn't a fan of the RNG based gameplay on it's initial launch. Now I'm playing it again and enjoy the gameplay/aesthetics of the class, though I do have to agree that the base combo (1-2-3) needs a little expanding with separate finishers (as mentioned before).

    Maybe instead of spreadshot/crossbow for aoe, the machinist (I don't know the lore/class prior to ffxiv, so forgive my ignorance on the class history) uses grenades (or something to that effect) for AOE, like a basic grenade (1) that does burst phys. aoe dmg, links into a firebomb that does fire aoe dot dmg (maybe low to med. potency but also places a +% dmg taken debuff on the target(s)), and use flamethrower as the heat gauge aoe burn.
    Another MMO with a similar class (in style) is in Swtor, the Smuggler uses a hand held blaster, and grenades and it's a decently satisfying gameplay loop. I believe one cool gimmick the class had was throwing a sticky grenade that could be detonated by a follow up shot from the blaster. Could be interesting to have something along those lines somehow.

    But I also agree that the role of the class should step away from any form of "support" role, bard and dancer have those pretty locked up, boost the dmg on MCH a lil bit to maybe compete a bit better vs the higher tiers.
    (0)

  2. #2
    Player
    Rymi64's Avatar
    Join Date
    Dec 2020
    Posts
    299
    Character
    Ren Crowe
    World
    Faerie
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Shyle View Post
    I just returned after a long break, I always liked the idea of the Machinist when it first came out, but wasn't a fan of the RNG based gameplay on it's initial launch. Now I'm playing it again and enjoy the gameplay/aesthetics of the class, though I do have to agree that the base combo (1-2-3) needs a little expanding with separate finishers (as mentioned before).

    Maybe instead of spreadshot/crossbow for aoe, the machinist (I don't know the lore/class prior to ffxiv, so forgive my ignorance on the class history) uses grenades (or something to that effect) for AOE, like a basic grenade (1) that does burst phys. aoe dmg, links into a firebomb that does fire aoe dot dmg (maybe low to med. potency but also places a +% dmg taken debuff on the target(s)), and use flamethrower as the heat gauge aoe burn.
    Another MMO with a similar class (in style) is in Swtor, the Smuggler uses a hand held blaster, and grenades and it's a decently satisfying gameplay loop. I believe one cool gimmick the class had was throwing a sticky grenade that could be detonated by a follow up shot from the blaster. Could be interesting to have something along those lines somehow.

    But I also agree that the role of the class should step away from any form of "support" role, bard and dancer have those pretty locked up, boost the dmg on MCH a lil bit to maybe compete a bit better vs the higher tiers.
    Funny thing about the granade thing.....it had an aoe skill that was a granade (Grando shot) but they got rid of it and kept spread shot. Same case with bards Wide volley. I guess they wanted to get rid of the circle aoes for them for some reason even though they were better and had cooler animations -.-. (Also the sticky granade thing is kinda just wild fire in a sense)

    Mch only has one support role skill (tactician) and i dont count the role actions since majority of them help in solo play more than party play, so it already isn't really much of a support (not like anyone uses the damn damage reduction abilities anyways). So they could still up the damage of the job while keeping the one support ability they have since they are supposed to be the "selfish phy range" job. It always confuses me when people say they should step away from it when it barely has any.
    (1)

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