I feel like both mch and drk got "reworked" in like 5 min
I feel like both mch and drk got "reworked" in like 5 min
Here's what different gameplay wise from HW/SB iterations:
-Removed MP/TP refresh, removed Dismantle and replaced with new Tactician.
-Hypercharge now replaced with rapidfire and rapidfire is reworked into spamming one GCD and alterning between 2 oGCD.
-Heatblast reworked into the GCD spam. GR/Ricochet now have charges, yay.
-Both gauges reworked into a dumb "fill and spend". Barrel Stabilizer was changed to fit in.
-Removed EVERYTHING about the turret, just keep overload.
-Removed Ammos and every skills/mechanics tied to it. (Reload and Quick Reload)
-Add Drill and reworked Hot shot into Air Anchor. Bio Blaster and Air Anchor for AoE.
They removed so much to be replaced with an AoE variant. Of course it's much better than the SB iteration but it's also... Just plain and boring. I remember that there was 3 thing asked, Less emphasis on Wildfire, a "Press to overheat button" and correcting the ping issue. 2/3 corrected and Hypercharge was dumbed down while remaining forbidden to Australian players.
Drill was a good idea, in my opinion. It's impactful, rewarding and establish a set of rules that makes the new core of MCH. "Can I use Hypercharge, will drill/AA be available, how far is Wildfire", they should expand on that.
On single target, there is literally no differences between lv66 and 80, it's just visuals, potency buff and QoL. It's the same for a lot of jobs between 70-80, but it's baffling for MCH. Reaching lv70 it doesn't feel like a great addition.
Flamethrower still exists in this form for reasons, I admit it's nice to press it and being able to grab a cup of coffee but this skill needs a rework, hopefully not a trait we'll get lv82 just to fill a slot skill. Like how lv74 adds a 3rd charge on GR/Ricochet, it should have been at 3 charges from the beginning. 2 charges creates a problem, 3 charges is the solution.
Drill was not a good idea let me ask what would MCH gain or lose if drill was removed?..Play it without it and it just seems...the same sure reassemble needs more retrain but overall not that impactful for a skill that does nothing , its not even a Ogcd like tornado kick just a bland skill in that context. This example is hardly a good one since its heat is so restrictive and these arent interludes theyre just attacks and due to having no structure theres not struggle to allign anything since its old core Wildfire is reduced to such shambles being longer in CD and unchanging. 4.0 all u did was to set of explosive wildfire in 5.0 its just somthing that feels tacked on in a job that is notorious for this . MCH in 5.0 is certainly more popular it wouldnt call it a improvement over 4.0 due to removing so much and giving it so little with no real impact.
“Theirs really not much you can change with the MCH”
-Live letter 66, 9/17/21
Where is the ambition?
Drill is the core of Machinist. It's the chocolate chip on cookies, the ball in football, the "Musk" in "Elon Musk".
As you said, Drill exists to stop your rotation. It's a GCD, your highest damaging one, meaning you have to be careful with Hypercharge use.
If Drill was removed, the MCH would gain more flexibility on heat management. Heat is at 50? Spend it unless wildfire will happen soon.
That's it, MCH is already very flexible and more flexibility would just be bland.
If Drill was removed, what MCH would loose? Being punished for mismanaging your heat.
Drill puts a stop to the flexbility, it's exactly where you can't afford to be flexible. And it comes really well hand in hand with Air Anchor. You want to maintain Drill and Air Anchor at least 1 GCD away so you don't lose a combo if you followup Drill, Air Anchor and Hypercharge (In any order). I really like this relationship and set of rules, but it all comes to Drill and Air Anchor. Hypercharge itself is boring but that's not the question.
It's really simple, Drill is the gear that makes the rotation a minimum interesting and worth improving. It's your highest DPS, you want it as much as possible and should not miss a single one, or delay a single one. Without it, MCH gameplay would simply be "Fill heat gauge, hypercharge" without any thinking until you reach Wildfire or Air Anchor.
Wether the player likes it or not depends on opinion.
Some Driver prefer to manually change gear in their cars, other prefer automatic transmission.
a 20 sec basic attack is NOT a core, like saying RDM fleche is its core and if it is thats really sad MCH soul core mech is a GCD attack akin to Jump with its only link to other attack is not being used next to Bio
You have to be careful with hypercharge use? thats a bit of a non issue dont you think? unless the gauge maxes out at 50 which it doesnt and is designed this way for broad appeal I assume. If drill was removed it would be more flexible for heat management which i wasnt aware was so tight and structured it needed it tbh. I think this heat thing is abit overblown i never ran into this issue when i was a MCH main and if I did i sure didnt notice it enough to care. Its relationship with air begs the question of why have two identical same potency skills? If drill is that much of a demandment then Can Air and give drill the electric boost but reduce the battery by 5 to compensate. but imo i think ur way overthinking it or MCH is that boring that Drill alone makes MCH to be the best designed job could be either or.
“Theirs really not much you can change with the MCH”
-Live letter 66, 9/17/21
Where is the ambition?
Like watching a doctor argue with someone whose entire knowledge of medicine comes from holistic youtube videos.
This is kinda how it worked in 4.x and lemme tell you 5.x version of mch is way more interesting throughout instead of just for 10 seconds.
Dnc's version of it is more interesting than HW/SB MCH way of doing it. DNC If you miss the first proc you can still hit the other button instead of just hitting the same button again because you had bad RNG. The bullets plus rng three part combo wasn't that interesting of a mechanic in SB it was just there to get in the way.its so bad DNC adopted it with thunderous applause and even less control 15/30 second interludes isnt a entirety and i with how many things SB did wrong im shocked this is still a gripe with Eld MCH as it was the least of its concerns unless they werent playing it correctly. If you noticed ranged arent supposed to have generic 1-2-3 rotations as it isnt melee and needs abit of finesse to stand out and this was MCH compromise only to be reduced by the same flawed crap they avoided not only but even being less complex than most tanks and all of the melees
It did add a layer since now you have to make sure you don't delay your big damaging attacks with your rapid fire combo promoting you managing heat well since the only way to get rid of heat now is to use hypercharge. Air anchor just took the place of your every 60 seconds attack.tbh the tools (Air, Auto, Drill, Bio) really didnt add much to layer out MCH in a interesting way or impactful way. along with queen its pure style and no substance being the only link to MCH core gameplay loop is naught since wildfire is reduced to a beta weaker and less frequent Tsubame-gaeshi. Least Auto is linked to heat without literally its only benefit leaving skills like ricochet as lateral as flamethrower.
Battery added depth to our turret so now instead of set it and forget it you use it during high damage windows (Trick attack or every 60 seconds). Hypercharge became our rapid fire and essentially makes it so we are pressing rapid fire more frequently than before. And even in SB you were always in your heated rotation since barrel stabilizer was meant to bring you to 50 and heat blast was there to make sure you dont over cap before wild fire was up again so really heated rotation were never really earned or savored it just became your normal rotation if you were playing optimally.Gauss barrel was pointless to a fashion and wouldve been easier just to replace it with a trait at 52 since it really is a fragment of HW MCH, but was a much better gauge skill than what we have now the battery is a shackle to what we used to have free control over and heat is a remedial resource since it only is used for rapid fire which no longer exists on our rotation and trivializes the heated rotation, what used to be earned and savored, to smut thats mind-numbing in its ridiculousness. Im very passionate about MCH so i hope what they do EW breathes fresh air to MCH not stagnate it to even more pointless fodder and false sense of speed smothing out mechanics with ogcds
SHB MCH is a way better incarnation than SB mch since it actually keeps you more engaged with you constantly going into rapid fire and having big hits that you can look forward to the entire rotation. This coming from someone who also enjoyed SB MCH it was not that good of a job in that expansion.
Last edited by Rymi64; 02-21-2021 at 01:02 AM.
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