Why?I enjoyed Machinist in Heavensward and Stormblood, and I was very excited for Machinist in Shadowbringers.Hypercharge is too frequent, making it painful and annoying
Then, at first, I enjoyed ShB Machinist a great deal. But over time, the design began to grate against me more and more in ways that previous iterations of MCH did not.
As of EW, I find myself having lost all motivation to even play MCH at all... I honestly don't even want to think about the Job any more, because it just doesn't sound to my brain like it will be something fun to do with my time.
This makes me sad, because there is a lot about Machinist that I think is cool and full of potential. So I would like to try to highlight the issues that are currently making MCH unappealing to me.At first, I truly enjoyed Shadowbringers Hypercharge. But over time, that enjoyment wore off, and I began to find it more and more of a chore.The single-target rotation is visually and conceptually bland and unappealing
I think that in small doses, Hypercharge feels cool and satisfying. But in excess, Hypercharge begins to grate on my nerves and become a nuisance, as well as causing me genuine physical discomfort.
I think that there's just too much Hypercharge. If Hypercharge frequency was reduced, then I think that it would remain an enjoyable cooldown window for me.
Personally, I think that I would prefer less-frequent Hypercharges, rather than simplified Hypercharges. I like the rapid-fire feeling of Hypercharge, but the current pacing makes me get sick of it, like overeating a tasty snack, because it's not interesting enough to be consumed in such large quantity and remain appealing.
For example, if Hypercharge was a flat 60s CD, it would be spaced-out enough to not be so uncomfortable for me physically, and to not feel like such a nuisance mentally.
Then, Heat Blast could be made usable outside Hypercharge at a normal GCD speed, consuming Heat like it did in Stormblood. This would allow excess Heat to be used productively, while motivating Machinists to make sure to hold enough Heat to Hypercharge every 60s.Machinist has been re-purposed from the "gun-shooting Job" into the "FF6 Edgar Job". Personally, I am fine with this — while I can honestly say that I preferred the older style of Machinist conceptually and visually, I think that the "nu-Machinist" is good, too.Make Chainsaw more appealing
So, my complaint here is to just please, do Edgar "properly".
In other words: if Machinist is going to be all about using a variety of tools and gadgets in battle, then... I think that needs to be its core visual appeal. It should feel fun and exciting to use a huge toolbox of devices throughout the course of battle.
Instead, Machinist currently gets its tools segregated along ST and AOE. This certainly does have some accuracy to how FF6 Tools were used, and so it probably seemed like a clever idea on a design document. But I have to be honest, in actual practice, it makes Machinist ST feel dreary and disappointing for me.
The visual problemFrom my perspective as a player: I have all of these cool buttons, okay? A machine-gun-crossbow... thing! A poison-blaster! A flame thrower! A shotgun!
...and then, I barely ever get to see them, because I spend the vast majority of my actual combat time fighting single targets: in the MSQ, in Trials, in Raids...
So, the only tools that I see, during the vast majority of my playtime, are: a big Mega Man-style Drill, a... thing?... made of chains?... or something?, and an ugly orange buzzsaw-shuriken (I think?) that lasts for half a second and is barely recognizable.
These are much blander and much more boring than the AOE variants, and it makes ST Machinist a dreary smear of beige/brown/metal colors.
It's just not exciting after the 10th time, much less the 100th time. And I have to be honest, most other Jobs don't have this issue for me: I feel pretty much just as excited to be Fell Cleaving or Blade of Valor'ing or Summon Bahamut'ing every single time, no matter how many times I do it.
So I think that Machinist is suffering an issue of being very dreary and unappealing aesthetically during its single-target cycle.
And I think that if you want Machinist to feel like playing a crazy inventor-tinker type, it needs to feel that way even in single-target, and it's currently quite lacking there compared to how wild and exciting Machinist feels during AOE packs.Suggestions for visual appealI think that a huge way that Machinist can be made to feel more fun and more appealing in single-target is to make Auto-Crossbow, Bioblaster, Flamethrower, and Scattergun part of the single-target rotation.
For example, some action (Hypercharge? Reassemble?) could give Machinist a buff that significantly increases the effective potency of AOE actions, for 1 usage each.
In fact, you could extend this further, and have this also work in reverse: the same buff also causes Heat Blast, Drill, Air Anchor, and Heated Combos to affect all nearby targets for 1 usage each.
So, on single-target, the Machinist would have incentive to mix in uses of (and see the cool animations of) Auto-Crossbow, Bioblaster, Flamethrower, and Scattergun.
And on multi-target, the Machinist would have incentive to mix in uses of Heat Blast, Drill, Air Anchor, and the Heated Combo.
I think that this would give Machinist a much better sense of being a combat-engineer using a vast and colorful array of machines and tools, compared to the current bland, rigid separation between the two halves of the toolset.I'm actually not sure if this would this count as "simple". Perhaps a change like this is not even doable mid-expansion.Automaton Queen activation time
But... I still have to ask... why is Chainsaw so weird-looking and unappealing? It doesn't look like a Chainsaw, it doesn't look like the FF6 tool, and it's also really boring and uninteresting mechanically.
I would have a lot more visual fun with this tool if Chainsaw looked like an actual... chainsaw!
And I would also have more fun with this tool if it did something new and interesting with the rotation, such as capitalizing on Machinist's freely-mobile nature to give Machinist a tool that requires being close-range to the target in order to use it... which is what I would expect from a chainsaw.
This would also help add more variety and flavor to the often-stale-feeling single-target cycle.I find the animation delay before this pet begins attacking to be very annoying.Wildfire pacing
I would prefer if this summon responded and attacked immediately upon activating the action, rather than having to go through its "Team Rocket introduction" every single time.
To be honest, if you think that it's visually-important to show the robot contemplating the meaning of life while it forms from the aether, then you can keep the animation but just cause it to begin immediately doing damage upon summon. Maybe make it shoot lasers from its head while it forms, I don't know. Then, subtract that time from the current end to compensate, so that the robot does the same total number of attacks overall.
I just want the Automaton Queen key to feel more responsive, rather than feeling like I need to possess clairvoyance in order to make sure that Mr/Ms Robot ends up putting all its attacks inside raid buffs, or finishes all of its actions before some Alliance Raid boss once again decides to jump into the sky and become untargetable.
In the current state, I feel like the big prominent Queen HUD timer is almost useless in practice, because it's very hard to interpret how much of that time is actually relevant to me, and how much is just fluff robot-posing time.I preferred Machinist's rotational structure when it had a crisply-paced 60-second cycle revolving around Wildfire. I think that this was a more fun and satisfying overall design.Party support?
In the current design since Shadowbringers, I feel like the "odd-minute" windows are very bland for Machinist, and I feel like the most interesting points are still trying to make sure that Wildfire executes correctly.
I would like it if Wildfire returned to being a 60-second cooldown. I think that this would help make the pacing of the rotation feel better, and remove the bland and forgettable "odd-minute" windows that currently occur.I have to be honest, I used to quite strongly prefer that Machinist was styled like Black Mage and Samurai in terms of relying strictly on its own personal damage output as its contribution to encounters.Conclusion
However, I am beginning to feel like this is not a comfortable design place for Machinist to be in when it has to share design space with two of the most support-oriented DPS Jobs in the game, and also when FFXIV's design has shifted very heavily toward being focused on coordinating 2-minute party buffs in heavy bursts of damage.
I think that at this point, I would probably be okay with Machinist being re-tuned to function as a party support like Bard and Dancer — which, honestly, would be somewhat of a return to Machinist's design roots, anyway.
However, I say this primarily in the interest of hoping for the design team being able to get a better grasp on how they want to balance Machinist in the overall game. I don't personally feel very strongly either way, but if it helps Machinist to better find its place in the Endwalker endgame design scheme, then I think that I'd be okay with it.Overall, I'm trying to think of ways that Machinist can be made more comfortable, interesting, or appealing while using the building-blocks that it already has available right now.
I suspect that more ambitious rotational redesigns or overhauls are entirely out of the scope of a mid-expansion modification, and furthermore, I suspect from the developer commentaries on the topic that their energy and motivation for making any further extensive changes to Machinist is not really there any more.
So, I'm operating on the assumption that the basic idea of Machinist as it is now is not going to change. In that case, I think that's okay: I think that Shadowbringers Machinist is a reasonably-fun basic template. However, I would at least prefer it to become more fun to look at and use during prolonged single combat, and also to be more physically-comfortable to play in sustained usage.