Greetings,
while I know a lot of threads have been made about the subject already, it feels like the subject needs to be brought up multiple times just to be heard. The overall buffs MCH got this patch, while in the right direction, are too small still. Before 6.1 MCH was about 5-6% behind its physical range peers in terms of damage brought to a raid. Whilst their personal damage is obviously higher than the other two, they simply still do not hit hard enough in raid buffs, even in an optimal composition. The buffs given to them in 6.1 roughly amounts to a 2.4% increase, lower than what was needed to push them.
If you were to double the potency increase we have gotten this patch and some more, MCH would be in a better spot. Increase the potency on every tool to 600, increase the potency of heatblast to 190 or even 200 and further increase the damage of Wildfire. As it stands, Wildfire is still one of the weakest damaging 2min CD in the game as it cannot crit or direct hit and only scales off skill speed and determination. This further emphasizes the lack of synergy MCH has with buffing jobs such as DRG, SCH, BRD and DNC that provide crit and direct hit. Wildfire would have to be 1800 potency + in its current state to even feel remotely potent. I understand allowing the spell to crit and direct hit might cause issue with damage variance, but it then require further raw power to compensate. These changes might not even be enough to close the gap mind you.
While FF14 is very well balanced all things considered, it's sad that the mantra of bring the player not the job the team has taken upon them since Stormblood has fallen short when it comes to MCH.
There also still no mention about fixing hypercharge for higher ping players. In the past Yoship has mentioned that no feedback on the subject has been given yet has been posted numerous time on the NA forums. It feels disheartening to see complaints from members of the community to be ignored on the subject, especially when they have given multiple ways of fixing the issue.
Overall these are bullet points I want to share:
- Flamethrower is still barely worth using over the rest of our kit for aoe
- Queen's AI is still very lacking yet so much of our damage in put into her. Not to mention there is barely any interaction with her. This kinda goes against he jobs design to control machines.
- Hypercharge/Heatblast should work on a stack system but also needs have it's animation lock reduced to prevent ping related issues.
- Same as above, Gauss round and ricochet need to have their animation lock looked at.
- Auto Crossbow should at the very least reduce the cooldown on Ricochet. As it stands MCH's AoE is quite subpar.
- Potency increases on tools (again), as well as buffing Heatblast more. As it stands, outside of the reset mechanic with Gauss Round / Ricochet, Heatblast is barely a damage increase over our basic combo due to battery generation being calculated in it.
- Wildfire is still too weak of a 2 min Cooldown, even after the increase. Wildfire is about 2-3% of our total damage. This buffs it to not even 4% while scalling poorly and has little synergy with party buffs.
- Reassemble has the same issue as the Samurai changes. Allowing spells to autocrit/DH makes them worse in some team composition, namely with scholars and dragoons.
- The PvP rework for MCH seems more fun and thought out than it's PvE counterpart not to mention that overheat works with a stack mechanic.