I feel since theres so many other threads made about the SAM changes, it's fine to have multiple posts about MCH as well just have a chance at being seen by the devs.
After playing MCH in PvP it's just a blast. Wildfire auto detonates after 3 Hits done it in which would fix the issue for higher ping players in PvE when you have to end on a drill which has delayed damage application. Bishop turret is back, one of people's favorite and it gives a shield... something a lot of people proposed as an idea for utility. PvP tools can be upgraded with Analyze which fits MCH's thematic way more than the heat gauge... and all tools fit a different purpose unlike how they are in PvE where they are just ...different shades of drills on different cooldowns. PvP machinist have cool cast bars that reduce our movement speed. This could be applied to PvE as well, giving some sort of skill to manage while allowing the job to be buffed in compensation.
I wish PvE MCH felt more like it's PvP counterpart, with the sniper riffle tool and all. It feels more creative.
Again, please read these. We might be few but we do care.
MCH needs some love to feel just right. Side from massive changes to the kit like mentioned above it needs these:
- Higher potency buffs overall. 600 on every tool, 200 on heatblast, 1800+ on Wildfire for instance would bring its DPS up to par with the rest. Wildfire still cannot crit or DH, making it one of the weakest 2mins in the game. It needs higher potency to compensate and feel like it does something. As it stands even with the buffs we just received it's just a measly 3.5% of our total damage.
- Fixing the ping issues that has plagued it for year. Some MCH mains have to resort to 3rd party tools to just be able to play at a fair level. While I know the game was meant to be played at a higher ping, this isn't really applicable to hypercharge. Giving it a stack system, while helpful, would not fit it's main issue. Heatblast, Gauss Round and Ricochet all need their animation lock to be lowered. Adding a 4th stack to the oGCDs would also help a lot.
- Flamethrower is weak. As we can see from PvP, a lot of channeled abilities can be used while moving. Applying this tech to flamethrower would help it, along side buffing it to feel like a legitimate 1min AoE burst.
- Most our AoE spells could use a bump as well in terms of damage.
- Queen's AI is finicky on multi target and doesn't prioritize the MCH's target even when a lot of conditions are met.
- Queen is a huge part of our damage but at the end of the day is just a glorified dot. We barely interact with her or command her when we are, at the end of the day, a person who should command machines.
- all of our tools feel all samey. They aren't diverse. I get it's easier on the balance side of things but it's a little disappointing in terms of gameplay.