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  1. #21
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Izar_Chillen View Post
    Flamethrower is still a personal gun "attachment" skill and not an automaton turret that we can place down then it attacks the target in a cone of fire
    3 problems with it:
    -Ground targeting
    -60s cooldown immobile aoe
    -Would be a second glorified dot.

    Remember popping Bishop+Hypercharge and the boss would... Move away?
    Ask the Ninjas that absolutely love doton.
    (1)
    Last edited by CKNovel; 01-10-2022 at 05:13 AM.

  2. #22
    Player
    Atmaweapon510's Avatar
    Join Date
    Aug 2019
    Posts
    165
    Character
    Rhaeyn Baelasch
    World
    Hyperion
    Main Class
    White Mage Lv 90
    The problem with a melee or immobile chainsaw is because Machinist's cooldown centric rotation makes them feel inflexible rather than novel. If you don't press it on cooldown, you're wasting it, and if a boss mechanic is forcing you away you feel bad for wasting it. Black mage gets away with this because half of their kit is actually about ignoring or breaking the rules to their set rotation. Summoner gets away with melee Ifrit and a long cast time spell on Garuda because it has wiggle room as to when to actually use those abilities.

    In short, the only way Machinist can get fun abilities that vary the actions you perform without feeling bad is if it gets another rework. I would love to go all the way with a spinning chainsaw like Edgar, but it wouldn't work with what we have.
    (1)

  3. #23
    Player
    Roarmiaka's Avatar
    Join Date
    Sep 2015
    Posts
    17
    Character
    Roarmiaka Wildwind
    World
    Jenova
    Main Class
    Bard Lv 100
    I think overall im more dissapointed that its a Chain of Saws, not Chainsaw
    (1)

  4. #24
    Player
    Cithaerias_pyropina's Avatar
    Join Date
    Jan 2020
    Location
    Warrior
    Posts
    365
    Character
    Qynden Peltier
    World
    Cactuar
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Awarewolf View Post
    Isn't the point to learn the fight so you'll know when you need to press it? That is part of the game play. We are playing a video game, and you succeed by learning what to do. And hopefully have fun in the process. I like that a Summoner's abilities are locked behind different summons. It suits the theme and feel of the job. And I don't think that should be sacrificed for convenience. Not all abilities should be available at all times. I have a feeling that is their design philosophy, as well.
    And every other job with a Damage +% raid buff can use it whenever they wish. So your point?
    (0)

  5. #25
    Player
    Reimmi's Avatar
    Join Date
    Mar 2018
    Posts
    1,358
    Character
    Nia Niyah
    World
    Hyperion
    Main Class
    Dancer Lv 100
    I wouldnt mind seeing more channeled abilities, but 10s like flamethrower woudl be WAY too long
    (0)

  6. #26
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,105
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Quote Originally Posted by Rongway View Post
    You don't want to be required to stand in melee range every 45s/60s/90s when there are already two melee DDs and a RDM in a trial or raid that requires splitting the melee and ranged DDs. Just ask any RDM who's ever ended up with two melee DDs in a trial or raid that requires splitting the melee and ranged DDs.
    You're forgetting the summoner who also has to be up there every 60 sec now too due to Ifrit phase.
    (1)

  7. #27
    Player
    LeonKeyh's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    655
    Character
    Leon Keyh
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Awarewolf View Post
    Isn't the point to learn the fight so you'll know when you need to press it? That is part of the game play. We are playing a video game, and you succeed by learning what to do. And hopefully have fun in the process. I like that a Summoner's abilities are locked behind different summons. It suits the theme and feel of the job. And I don't think that should be sacrificed for convenience. Not all abilities should be available at all times. I have a feeling that is their design philosophy, as well.
    No other abilities lock you out of using them for 30 seconds if you don't use them at the right time. Normally, if you miss a button press the worst thing happens is you mess up a combo, or you hit the button between the next GCD, or you delay your GCD a little bit. If you, for some reason, do not hit Searing Light before hitting Dreadwyrm, then you're options are:

    1. Hold onto it for 2 minutes to line everything back up
    2. Hold onto it for 1 minute and use it during Firebird trance
    3. Hit it as soon as you're out and waste it and screw everything up

    This isn't about holding onto it to shift burst windows in fights, this is about an ability that has a lot of very bad restrictions on it and it resulting in poor game play and punishing results for not hitting it. It's not difficult to make sure you hit it before you go into Dreadwyrm, but it shouldn't be as punishing as it is if you miss it. It's not like you would ever choose to use that buff except right before Dreadwyrm trance, so it's not like the fact that it's unavailable at certain times makes for interesting decision making.

    Don't conflate "difficult" with "punishing" and/or "poorly designed"
    (1)

  8. #28
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Reimmi View Post
    I wouldnt mind seeing more channeled abilities, but 10s like flamethrower woudl be WAY too long
    If the community absolutely wants to keep channeled ability, may I suggest something akin to Suzaku's Phantom Flurry?
    But on a 3 second top, standing immobile for 5 seconds is already quite long.
    (0)

  9. #29
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,180
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by wereotter View Post
    You're forgetting the summoner who also has to be up there every 60 sec now too due to Ifrit phase.
    I am not.
    Quote Originally Posted by Rongway View Post
    SMN now has a gapclose-booksmack combo, but they at least have some flexibility in the order of their primal summons, so they can move Ifrit later or earlier in their rotation if they can't be at melee range for a few seconds because of a mechanic.
    /10char
    (3)
    Error 3102 Club, Order of the 52nd Hour

  10. #30
    Player
    AC9Breaker's Avatar
    Join Date
    Nov 2018
    Location
    Bastok
    Posts
    189
    Character
    Ezekyle Abaddon
    World
    Ultros
    Main Class
    Machinist Lv 90
    I actually like chainsaw. It feels real good when you get the timing down with your two minutes and even better when you nail the timing with your second pot. I think having another stand still ability like flamethrower is a bad idea though. I like flamethrower but I honestly only use it in dungeons which is probs the only place to get a full use of it and even then you might have to eat an AoE. Then there is the rare occasion of tick fishing for bosses that jump in Ex and Savage raids which is also quite rare. If they did away with it for something else, I wouldn't be mad.

    I'm also not fond of turning chainsaw into a melee combo but i haven't tried it so I can't say for sure I won't like it.
    (0)
    Last edited by AC9Breaker; 01-11-2022 at 08:55 AM.

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