Quote Originally Posted by garret_hawke View Post
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.