Quote Originally Posted by Shurrikhan View Post
Yet, it's a very popular opinion among former MCH mains. The matter just asks (A) whether job design should appeal primarily to those who would potentially enjoy a given job or to those who already do and (B) whether any change which seems to come at (or retain) considerable cost to one side or the other should be acceptable at all.
I enjoyed StB machinist and still relatively enjoy ShB Machinist. The two are not that different from each other. If you take the time to analyze the two of them, you will find the gameflow remains mostly the same, but less punishing for ShB while it also addressed most of the feedback StB got.

It has problems, but not many of the jobs don't have identifiable problems with it, but Machinist has two primary problems.

1. It still has ping dependency, but there's a ton of ways to fix this - the least obtrusive way is to just give Gauss/Richo 4 charges (120s total recharge compared to 90 now), but giving it the Bunshin treatment also works. A more complicated answer is making Gauss / Richo and some other ability share charges ("Ammo") and give them variable cost, power, and supplementary effects, but that's more than a summary can provide. This would primarily be to help the ping issue when dealing with potential openers.

2. It hasn't really 'grown'. As seems to be the case for most of the notable problem jobs this expansion (and even select examples of the 'good' jobs), there's distinct openings in the kit that need to be filled.

As far as problems go, these ones are pretty mild and easy to fix. I consider Apex arrow a far bigger problem that needs addressing, and that's just one of Bard's.