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  1. #81
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
    Posts
    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    Quote Originally Posted by EdwinLi View Post
    I say keep it mostly as it is since MCH being the simple job is one of the things it is meant to be for those who prefer a DPS job that is not overly complicated
    news flash , no job is overly complicated and theirs a thin line between simple to play, and malnourished that most ff14 jobs dance around a lot. SMN and MCH being the obvious latter while RDM and DRG being the former. This need to have easy jobs stems from people not wanting to learn anything. They say "i can focus on the fight instead of doing my rotation" then learn they only do core which at most has u stack mark then do remedial work. Keeping it simple should be for select jobs like DNC not all jobs
    (2)
    “Theirs really not much you can change with the MCH”
    -Live letter 66, 9/17/21

    Where is the ambition?

  2. #82
    Player
    EdwinLi's Avatar
    Join Date
    Aug 2013
    Posts
    4,882
    Character
    Chloe Li
    World
    Balmung
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Jirah View Post
    news flash , no job is overly complicated and theirs a thin line between simple to play, and malnourished that most ff14 jobs dance around a lot. SMN and MCH being the obvious latter while RDM and DRG being the former. This need to have easy jobs stems from people not wanting to learn anything. They say "i can focus on the fight instead of doing my rotation" then learn they only do core which at most has u stack mark then do remedial work. Keeping it simple should be for select jobs like DNC not all jobs
    It is not a news flash and no need to be aggressive over this topic. Not to mention I am not talking about making all jobs simple. I am talking about just keeping the MCH the way it is and just expand on it since it is in the right spot in my opinion. The other jobs is not the main concern of my previous post.

    People experience with a job varies and there are still people who find jobs easier or difficult to play but mostly due to how they prefer their play style. While certain players may find all jobs easy to play no matter what, there are others who do find certain jobs more difficult to adjust to playing. Some people prefer the more simple play style while others may perfer a more mechanically focused play style. You may not find this surprising or do but there are people who even find MCH to be the more difficult job to play as simply because it is too simple as their minds and muscle memory are far too adjusted to Jobs like Monk, Dragoon, and Black Mage. At the sametime there are people who still find it difficult to play as Monk, Dragoon, and Black Mage due to needing to focus more on their mechanic since they can't adjust to their play style. Thus they mostly just play these jobs to level them up for the job story and/or achievements every expansion cycle.

    MCH, in my opinion, is at the right spot to what they want it to be and don't need a overwhelming change to make it fun. The only thing they need is just to expand MCH from now on without adding too many things to focus on mechanic wise. Damage output is in need to be adjusted as well but that is a repeated topic by everyone at this point.

    Quote Originally Posted by MerlinCross View Post


    I've gone on about this in other topics, and here even, probably. It's all starting to blur together.

    So I'll agree to Power Armor/Piloted Queen but with a question. How do we make it interact or work with Hypercharge/Overheat? Because if we don't do anything it just holding Inner Release to use during.... Inner Release.
    The only thing I can think up without having to completely revamp how current MCH mechanic works is to add a 3rd energy bar that is filled by spending energy to perform Overheat attacks and summon Queen.

    It will provide more use for spending energy on Queen and Overheat attacks since combat wise MCH tend to focus on spending these two energy alot in combat based on the player. As of now the main focus on boss fights is mostly to build Energy for queen to maximize single target DPS while overheat is more focused on Trash mob AoE killing or when the timebomb skill is ready or near ready. Having the 3rd energy build up being based on using both overheat energy and Queen energy provides a reason to use both in all situations.

    As for how the Power Armor energy maybe drained, it maybe based on skill being used or based on a timer. Skill being used to determine when the Power Armor ends will require proper distribution of energy cost on skills but if timer path is chosen for the design then it will need to have a reasonable active time.
    (1)
    Last edited by EdwinLi; 02-15-2022 at 03:46 PM.

  3. #83
    Player
    Sorzai's Avatar
    Join Date
    Jul 2017
    Location
    Gridania
    Posts
    60
    Character
    Atreus Yevon
    World
    Kujata
    Main Class
    Monk Lv 90
    Quote Originally Posted by EdwinLi View Post
    It is not a news flash and no need to be aggressive over this topic. Not to mention I am not talking about making all jobs simple. I am talking about just keeping the MCH the way it is and just expand on it since it is in the right spot in my opinion. The other jobs is not the main concern of my previous post.
    No, they should most definitely not expand on what they currently have going for MCH. the Heat blast spamming is by far the worst idea they've ever had. There are so many other creative avenues that the job could expand into yet they chose to do heat blast spamming. For example, they could expand on the idea of turrets. and TBH bombs makes more sense than having a "swiss army knife" of a gun that can shoot poison, drills, chainsaws, flamethrower. but that's besides the point.

    Quote Originally Posted by EdwinLi View Post
    People experience with a job varies and there are still people who find jobs easier or difficult to play but mostly due to how they prefer their play style. While certain players may find all jobs easy to play no matter what, there are others who do find certain jobs more difficult to adjust to playing. Some people prefer the more simple play style while others may perfer a more mechanically focused play style. You may not find this surprising or do but there are people who even find MCH to be the more difficult job to play as simply because it is too simple as their minds and muscle memory are far too adjusted to Jobs like Monk, Dragoon, and Black Mage.
    Please find me one who thinks MCH is difficult. The only way they find it difficult is because the difficulty is that it's boring as hell, and the heat blast spamming is a bad joke that makes me fall asleep every time. Sure i agree that every one has a different play style, some like a difficult job but others like it easy. But the satisfaction of playing a job you enjoy doesn't come from it being easy to play, it comes from having some resistance in terms of difficulty to play the job thus making the mastery of playing the job all the more enjoyable.

    MCH is in a terrible spot, the damage output is bad, it doesn't provide any utilities, the finishing skill is unsatisfying, AQ is VERY unsatisfying, the Gun glamours are mostly ugly and the list can go on and on. I honestly love the job, but i hate how it is now.
    (5)

  4. #84
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,092
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    I feel like they should at least add some kind of Communio-like finisher move to Overheat (That temporarily replaces Flamethrower for the sake of making that button actually useful for something) because in its current state the gimmick just doesn't feel that satisfying.

    Having a significant chunk of MCH's DPS lumped into what's essentially a glorified DoT in the Automaton Queen ended up dumbing down the rest of its rotation as a consequence and it just doesn't feel that good to play compared to BRD/DNC IMO.
    (3)

  5. #85
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,285
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by KageTokage View Post
    I feel like they should at least add some kind of Communio-like finisher move to Overheat (That temporarily replaces Flamethrower for the sake of making that button actually useful for something) because in its current state the gimmick just doesn't feel that satisfying.

    Having a significant chunk of MCH's DPS lumped into what's essentially a glorified DoT in the Automaton Queen ended up dumbing down the rest of its rotation as a consequence and it just doesn't feel that good to play compared to BRD/DNC IMO.
    Flamethrower is now useful for dungeons tho, it's the best "filler" option for 4+ targets, and the recast time is lower than it was before I think, so you can basically use in almost every pull. I mean, not the most practical to use though, but still... granted the tank is sensible enough not to pull the stuff out of range.

    It could be just an additional button, since MCH has a lot of space, but I agree with the idea. I actually wanted the overheat phase to have an actual rotation other than heatblast x5.

    I have a personal wishlist for MCH though...

    changes for what we have:

    - Ammo re-introduced (and added to the job gauge) as the charges for either gauss round OR ricochet. Reload re-introduced as well;
    - Auto-crossbow having the same functionality of Heat Blast of reducing the recharge time of the ogcd's (or in above point's case, the ammo recharge time);
    - Flamethrower granting gradual heat - so it would keep up with Scattergun's heat generation, since it has such a long channel time;
    - Bishop Auto-turret re-introduced as an AoE battery spender;

    additions for the future level tier:

    - Automaton Queen upgraded, so now it becomes some sort of exo-armor for you. Basically YOU get to play as the automaton queen now, changing your rotation with new melee abilities for this time.
    - New tool: Debiliator - AoE -10% damage down for enemies on a 120s recast time.
    - New action: Medkit - 200 potency heal + removes weakened status, can be used on allies, on a 180s recast time.
    (0)

  6. #86
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
    Posts
    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    My terrible idea would’ve been retain the old rotation up to 60 than 64 trait turns them into the heated rotation ONLY if your Hypercharged, not too keen on having it copy Enshroud for the stacks but if heat and Hypercharge is to be retained than that’s what kinda needs to happen, and increase it by 6 shots instead of 5 for rotation sake. Increase speed and it’ll be better better than just one button….but I’m 100% sure the mains would hate this as 1-2-3 have numbed us to the heated rotation and lost its savor over the years. But may solve the one and only phase MCH has at the major risk of gimping RPR shtick.


    I do have a few ideas for MCH as a whole that I’ll post at some point in the next 1-3 years as I kee rewriting ideas and some aged poorly than others
    (0)

  7. #87
    Player Mortex's Avatar
    Join Date
    Dec 2017
    Posts
    967
    Character
    Rigor Mortex
    World
    Odin
    Main Class
    Astrologian Lv 100
    Ironic that enshroud is a better overheat then overheat itself.
    (4)

  8. #88
    Player
    Drayven's Avatar
    Join Date
    Feb 2014
    Posts
    7
    Character
    Itami Keshin
    World
    Diabolos
    Main Class
    Red Mage Lv 90
    ts no mystery that mechanist as a class feels good but lacks any possible growth. it is in dire need of another rework. after maining the class after the initial rework and played it when it first came out i think there is a way to fix this, my favorite class in the game.

    1. bring back the old rook as a permanent part of the kit. having a stationary single and group dot outside of bioblaster would help alot in terms of bringing up its damage. might even add a gcd or ogcd with a 60 or 90 second cooldown for a 200 (120 aoe) attack

    2. make the Queen a pet with manual ability use. having more direct control over the queen and having it out permanently would be something every mechanist would get behind.

    3. change battery gauge to a second resource to use queen abilities. have her abilities be a 123 combo costing X amount of battery gauge to use (single button rotation like continuation is might help with bar clutter).

    4. remove detonation. its always been a clunky move and can reworked into something more functional maybe even a damage buff for either party or the Queen. putting the queen into overdrive would be a cool mechanic to have as a lvl 90.

    5. move chainsaw further down the lvl unlock to make the lvl 90 ability the Queen Overdrive/overload. another note the overdrive could work on rooks aswell.

    i feel this would better fit the mechanist lore, playstyle, and the kit wouldnt have to change to much making queen more useful, while also increasing its overall damage output as a pure dps to compare to the other 2. anyone else have any ideas or does this sound good?
    (0)

  9. #89
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
    Posts
    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    Quote Originally Posted by Drayven View Post
    snip
    Most of your suggestions sound like turret reworks which sadly isn’t gonna happen due to the devs hatred for pets. Not mentioning Aoes, heat, charges, Hypercharge or the abundant of GCDs or every wildfire or flamethrower kinda shows that MCH mains want different things from others and this failing of unity resulted in MCH getting nothing in EW (Drill III is not a game changer)
    (0)

  10. #90
    Player
    ASkellington's Avatar
    Join Date
    Dec 2019
    Posts
    960
    Character
    Xynnel Valeroyant
    World
    Balmung
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Sorzai View Post
    No, they should most definitely not expand on what they currently have going for MCH. the Heat blast spamming is by far the worst idea they've ever had. There are so many other creative avenues that the job could expand into yet they chose to do heat blast spamming. For example, they could expand on the idea of turrets. and TBH bombs makes more sense than having a "swiss army knife" of a gun that can shoot poison, drills, chainsaws, flamethrower. but that's besides the point.
    I want all of that. We aren't getting it. And that saddens me greatly.

    What I can see happening if nothing else:

    Heat Blast while under Hypercharge gets 5 charges (with a possible change to Hypercharge's duration)

    Some change to Queen/Rook to make it faster or attack the target we're attacking (and their possible removal come 7.0)

    SOMETHING to make Flamethrower worth being unable to move under... or they make it into another DoT... or they remove it.
    (0)
    I'm tired of being told to wait for post-patches and expansions for fixes and increased healing requirements that are never coming. Healers are not fun in all forms of content like all jobs should be, they're replaced by tanks and dps due to low healing requirements and their dps kit is small for 0 reason, when in the past we had more options and handled things just fine. I refuse to play healer in roulette come DT. I refuse to heal EXs, I refuse to go into Savage, and I am boycotting Ultimate.

    #FFXIVHEALERSTRIKE

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