While I agree that damage won't fix the AQ, Flamethrower and Wildfire, it would be a fair consolation prize.
While I agree that damage won't fix the AQ, Flamethrower and Wildfire, it would be a fair consolation prize.
Would be a start yes but wildfire is so token that unless they refine the mechanics, itll never not be lateral as hell. Adding somthing to it would make the tumor a larger issue if u catch my drift. It needs juxtaposition along side its shallow ass kit. and flamethrower idk where to even begin with it. Wasnt stellar in SB
“Theirs really not much you can change with the MCH”
-Live letter 66, 9/17/21
Where is the ambition?
I feel like the dev team have no clue what to do with MCH , it's in one of it's worst spots in terms of dps
Player
all 3 p ranged are easy to play , the fact that mch is like ~5% behind dnc and brd is a joke.I say either make the rotation hard to master like in SB days to justify the DPS, or give it utility back like in SB days to rival its cousins. As it stands MCH is the most reductive job in the game being the selfish DPS that can’t compare to SAM, but being the ranged support with no support
simple solution for now since they won't change how the job plays is just to raise it's dps since it's a selifish dps ( just like they did with sam and blm this last patch in 6.08 )
Firstly, I think the Dev team needs to figure out what MCH's function is and what the job is supposed to be. Is it a Machinist or is it a Gunner then figure out what its role is in/how it functions in a party. Once they have that figured out, the Rdps vs Adps issue needs to be addressed. Mch is really the only job that has major jumps in position in the 2 groups. In the Asphodelos raids, mch is dead last in Rdps in all of them and 7th-8th under Adps. No other job has jumps or drops like that. The fact that there is such a difference shows there is a problem within the job itself & how it functions in a party. In terms of job balancing, I would lean more into Rdps over Adps, because it only really comes into play in group settings like dungeons or raids. I dont think a potency buff will solve the issue. I would prefer adding more group/raid support to the job.
Firstly, the heat & battery systems seem to be missing something. Either extend the duration, increase pote or create a charge system for Hypercharge.
Wildfire's cooldown either needs to be reduced or the potency needs adjust.
These 2 abilities have been an issue for a while & have been stated before.
Flamethrower, seems like a complete waste of a skill in most situations for a highly mobile class like Mch & the dmg isnt worth the inability to move. At minimum the potency needs to be upped and/or decrease recast. What I would like to see for the ability is remove the the movement lock, increase the potency slightly & have it apply a slow/heavy effect to the character, so they can still move & not waste the ability while still having a slight drawback, it needs to tie into the heat gauge, maybe utilizing heat the way Hypercharge does.
Its weird that Machinist is one of the only jobs, the only Rphys, that doesnt have a gap closer/ jump back. I would create an ability that pulls you closer to the target. I would take this gap closer and tie it to Chain saw, the way Rdm does with its melee combo.
I would change Chain Saw to be a melee AOE circle or cone instead of straight line ranged aoe and tweak the animation.
Ive said it before, but I would change the turret system to be closer to what it used to be with the old rook and bishop turrets. But then again I dislike how Smn carbuncle just sits there staring blankly doing nothing now and disagree with the pet class hate. I would give the turrets party support like shields or mp regeneration akin to what they used to have.
Finally the Automaton Queen needs some adjustments. Its to much like a glorified dot, its targeting is wonky & visually kind of comes out of nowhere. All the other mch aesthetics have a bit more of rough steampunk feel and then comes this more modern sleek robot out of left field. It just doesn't seem to fit look wise. I would want to change its functionality to something thats more of a build up, so it feels more like a high level ability and something to work for.
As I’ve said many times raising its DPS won’t magically heal all of MCH issues. It’ll still play worse than most jobs but at the very least it won’t be a oxymoron.all 3 p ranged are easy to play , the fact that mch is like ~5% behind dnc and brd is a joke.
simple solution for now since they won't change how the job plays is just to raise it's dps since it's a selifish dps ( just like they did with sam and blm this last patch in 6.08 )
First off MCH needs potency increases across the board in order to get them more in line with the other "Greedy dps" And this "Ranged Tax" is bullshit considering classes like RDM have both engage and disengage utility abilities as well as 3 abilities that give them instant cast spells and dual cast isn't exactly hard to have up or use. After the increase of potency, MCH needs to be altered so it feels more rewarding to play. I propose we make MCH feel more like it revolves around it's arsenal, instead of random tools, and things like the Queen.
REMOVE Heat Blast and it's silly phase.
Gauss round upgrades to Ricochet - Potency increased from 120 to 140, Removal of Gauss round increase number of charges to 4 and reduce CD to 25 seconds.
Heat split shot potency to 200 to 210
Heated slug shot combo potency to 280 to 300
Heated clean shot combo potency to 360 to 400
Drill, Air Anchor and Chainsaw potency increased from 570 to 580, if potency increased isn't noticeable enough then increase further to 600
AoE is a problem for mch for a number of reasons. Firstly remove auto crossbow, or increase its potency, and add it into a combo with scattergun. Using hyper-charge just to spam auto crossbow is super unfulfilling.
Scattergun potency 150 - Auto crossbow combo potency after scattergun to 180
Flamethrower has been a point of contention for this community it seems for it's entire existence, so it should just out right be removed, and replaced with something else in the kit to give the job more identity.
For the heat gauge, I propose - Sticky napalm - 50 heat gauge cost - 300 potency - 15 second DoT - DoT potency 60. If the target of sticky napalm is hit with Chain saw, the dot can spread to nearby enemies.
Battery Gauge - First I don't like how the battery gauge doesn't really have any use other than summoning the Queen. So I think it should have a weaker attack meant for AoE at 50 battery, and a more precise, single target use at 100.
50 battery - One of two options, we could either have Tesla Coil, a lightning aoe attack in a cone infront of us, channels for 3-4 seconds (Not as much of an imposition as flamethrower by a long shot) Potency 100 for each second, OR, a Rail gun that fires in a straight line (much like a redmage's Resolution), potency 400 initial target 60% less for every other enemy.
100 battery - Automaton - Instead of just summoning the queen and having it do whatever, I propose we make it an extension of the player with boons or shortfalls to when we use it. The Automaton has the ability to use 3 different attacks that will coincide with the abilities the mch uses during it's duration.
Mch uses Ricochet - Automaton attacks with a quick burst machine gun from his left arm. Potency 50
Mch uses 1 of his 3 hit button combo - Automaton fires a larger caliber round from his right arm for more impact. Potency 70
Mch uses one of his signature tools Drill, AA, or CS. Automaton fires rocket at its target resulting in a satisfying explosion. 120 potency
The goal with this is to make the Queen an A. DPS increase that's more connected to us, and more closely follows our direction instead of doing what it wants to do. B. Remove melee abilities so that the Automaton doesn't have to travel, follow, move to, or even have the ability to attack the wrong target. C. I don't like the current queen, and don't think many people do.
Barrel Stabilizer will stay the same, but due to the change in battery and how it interacts we should have an ability to give us 50 battery life like barrel stabilizer, so something like Quick Charge would work.
Hypercharge no longer activates "Heated" state, it works like a raid wide physical damage increase for the party/raid 5/10%, 120 second cooldown.
Back Draft - 15 yalm backstep - Using a controlled blast of heated air the MCH blasts himself away from the target. Potency 50 (not really intended to do damage just to give us mobility).
Let me know what you guys think or if things should be changed/added. I was just bored so I tried to do a bit of a rework.![]()
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