Curious would folks enjoy mch if they slapped huge dmg on it but gave its gcds the slow walk cast like it has in pvp?
Curious would folks enjoy mch if they slapped huge dmg on it but gave its gcds the slow walk cast like it has in pvp?
I would for sure.
I think if they are unwilling to buff damage or add comparable support...why not make the job be the 'debuff' job? Add gadgets that hamper/hinder the enemy etc. Then it would be unique and offer something.
"Wherever you go, there you are." ~ Buckaroo Bonzai
I do more damage on BRD than on MCH, and I don't even know how to play BRD.
Player
I wonder why SE has been so conservative when it comes to adjusting MCH's DPS. After the outcry over the minuscule buff in 6.08, SE has kinda predictably done it again in 6.1. Why is it bad for MCH to have DPS number closer to melees? Why is 2 melees/2 casters an option but not 2 physical ranges? My personal opinion is that the 4th dps slot should be open to all melees, blm or mch.
it is a general fear in game designing to have range DPS outperform or perform equally to Melee DPS with little consequences in almost any game. Partly due to how if a Range DPS outperforms or is equal to a Melee DPS, it lowers the amount of people needing and wanting to play melee DPS beyond the challenge of also being in melee range.I wonder why SE has been so conservative when it comes to adjusting MCH's DPS. After the outcry over the minuscule buff in 6.08, SE has kinda predictably done it again in 6.1. Why is it bad for MCH to have DPS number closer to melees? Why is 2 melees/2 casters an option but not 2 physical ranges? My personal opinion is that the 4th dps slot should be open to all melees, blm or mch.
Many past games generally had this issue when range DPS that have little consequence to their performance in anyways outshines a melee dps or are equal to DPS because of the mentality of "why bother beyond just the challenge of being in melee range when you can do the same in range combat and have less risks?"
Don't get me started on how bad things gets in certain games when Meta gets involved between choosing a Range Job that does equal or more damage than a Melee Job. Those tend to go down the hole of Range Jobs being favored and Melee Job only played if you have ultra instincts level of dodging skills to lower risk of losing rDPS from DPS role players dying.
----------------------------------------
That aside, the basic concern now is mostly DPS increase for MCH do fit into the role it has been given as the Pure DPS Physical Range job compared to Dancer and Bard which focus partly on maintaining their party buffs.
I say this before in past post but I do see some ideals that can work for MCH from the Blitz job from Dungeon Fighter online.
One such concept is the Bunker wall placement. It can act like MCH's leyline but focus on staying behind it to maintain DPS boost and a damage reduction buff while having a skill that allows MCH to redeploy it during moments when he/she does not need to move around the map often. Not to mention have additional skills that utilize that deployable Bunker wall to act as a 2nd protection from heavy attacks for the party or increase the damage of the MCH even more.
Another addition I think they should utilize is the concept of some kind of Protocol mechanic to improve the Queen's functions. Make them like OGCD skills that instant summons the Queen to perform certain attacks which players can weave into their combos. That or they use each Protocol to summon different drones based on the chess pieces we don't use yet being Knight and pawns to perform certain buffs and attacks
Speaking of Queen, improvements for her can be done to remove the 3 to 4 second summon process. Instead of going through that digitalization summon animation, the Queen should just be summoned by falling from the sky either to punch the target the moment she is summoned with a super hero landing or rider kick them so the Queen can get right into the action instead of the long delay she has currently.
Ammo system can be reintroduced as energy for the Sniper rifle skills to act as MCH strong OGCD attacks so players have to consider what type of Sniper Rifle skills to use if they want to either perform strong AoE on multiple enemies or focus on Single target stronger hits.
Flamethrower has been just bad since release in 4.0. I always felt it will be a better skill as a DoT debuff skill to act as the main DoT skill for MCH while Bioblaster act as a secondary DoT skill for situational moments involving kill large numbers of mobs since Bioblaster shares cooldown with Drill.
Last edited by EdwinLi; 04-21-2022 at 03:34 PM.
SAM are not just drama queens due to identity, it's due to the devs anti-synergistic direction as a justification for selfish DPS being able to stand up on their own in this case. MCH on the other hand also has that in the form of reassemble, yet still doesn't do nearly enough. It's the tipe of the iceberg when it comes to issues with MCH, but the idea of a phys-ranged pure DPS doesn't make sense in the first place yet they keep doubling down on it. It doesn't work, and it needs to change.
My biggest fear honestly is that if Kaiten removal remains, what would stop them from removing Reassemble? If they kept going after that, who knows what they'd go after next, the DPS could just become as simple as Healer.SAM are not just drama queens due to identity, it's due to the devs anti-synergistic direction as a justification for selfish DPS being able to stand up on their own in this case. MCH on the other hand also has that in the form of reassemble, yet still doesn't do nearly enough. It's the tipe of the iceberg when it comes to issues with MCH, but the idea of a phys-ranged pure DPS doesn't make sense in the first place yet they keep doubling down on it. It doesn't work, and it needs to change.
As put by SleeeeeeepySleeeeeeep, they need to change things around so the skill floor can be low, but the skill ceiling needs to be high. Otherwise what's even the point, just to cater to the casuals who will still fail at easy content even when it's as simple as one button because god forbid you actually have to pay attention to tooltips, learn your job, or you know...play the game? Especially since this is in essence a team game, so it only hurts others to not want to learn...that's a whole other tangent though.
*Job effectiveness will vary depending on player skill
There is an inherent issue with SE's mindset when it comes to simplifying or changing jobs. We can use Yoshi-P's musings about the BLM Enochian change as an example. They said the change was made because they wanted to make it easier to keep up. The issue is, lazy/bad players that don't want to improve, will struggle just as much regardless of what they do because they don't want to get better. It doesn't matter if jobs get easier or harder, the bottom of the barrel will always be the bottom of the barrel because complexity isn't the issue - attitude is the problem.My biggest fear honestly is that if Kaiten removal remains, what would stop them from removing Reassemble? If they kept going after that, who knows what they'd go after next, the DPS could just become as simple as Healer.
As put by SleeeeeeepySleeeeeeep, they need to change things around so the skill floor can be low, but the skill ceiling needs to be high. Otherwise what's even the point, just to cater to the casuals who will still fail at easy content even when it's as simple as one button because god forbid you actually have to pay attention to tooltips, learn your job, or you know...play the game? Especially since this is in essence a team game, so it only hurts others to not want to learn...that's a whole other tangent though.
With that aside, a higher optimisation ceiling would be nice but it's still counter to the design of physical ranged, let alone MCH. I don't think it's the solution we need unless we inadvertently end up doing enough damage after several patches of minor potency buffs adding up which will end up upsetting those playing other jobs because we'll be "too overpowered" for how simple the job is to learn, even if consistency is the key to good damage on the class.
Let's not pretend Reassemble really adds much to the skill level of MCH, but having charges of stuff does allow for freedom of optimising its use in a general sense.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.