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  1. #1
    Player
    MikoRemi's Avatar
    Join Date
    Apr 2022
    Location
    Limsa Lominsa
    Posts
    195
    Character
    Miko Remi
    World
    Gilgamesh
    Main Class
    Warrior Lv 100

    Future Machinist Rework

    This is an open letter to the developers, and also the community. After years of deliberation and recently seeing how the Patch 6.1 Machinist in PVP has played out, I feel confident in having made a document detailing how it could not only be made to be a stronger job in general, but also one with a stronger sense of identity. The current plan is to double down on being a selfish DPS job, still containing some utility but becoming more "Black Mage" in the process. This would give it more risk compared to other Physical Ranged jobs but also make it more justifiable in making it stronger in personal damage.

    The document details all the changes here; https://docs.google.com/document/d/1...it?usp=sharing

    Feedback and criticism is welcome, I want the best for Machinist and I'd like to imagine many of us would also want to see it in a better state than it is currently. Here's to hoping this can spread like Wildfire.
    (11)
    *Job effectiveness will vary depending on player skill

  2. #2
    Player
    ShimAoki's Avatar
    Join Date
    Sep 2018
    Posts
    47
    Character
    Shim Aoki
    World
    Malboro
    Main Class
    Machinist Lv 100
    Love the amount of effort you've put into the documentation.
    (2)

  3. 04-20-2022 02:15 PM

  4. #4
    Player
    MikoRemi's Avatar
    Join Date
    Apr 2022
    Location
    Limsa Lominsa
    Posts
    195
    Character
    Miko Remi
    World
    Gilgamesh
    Main Class
    Warrior Lv 100
    Quote Originally Posted by ShimAoki View Post
    Love the amount of effort you've put into the documentation.
    Appreciate the feedback! Anything in particular with the document that you are in favor for or against if I may ask?
    (1)
    *Job effectiveness will vary depending on player skill

  5. #5
    Player
    Roxus's Avatar
    Join Date
    Apr 2012
    Location
    Shirogane
    Posts
    181
    Character
    Ryuuko Souha
    World
    Jenova
    Main Class
    Samurai Lv 90
    That's a well thought out document. I've been gathering my thoughts reading various threads and I'd like to ask what you think about scaling potencies based on how close you are to the target? Without needing to be in melee range. Say something like 10-20y.

    The thing that stood out to me was Blast Charge and Hypercharge. I think that's a really good idea. I think I pretty much agree with everything aside the role actions. Rather, they intended for those to originally be useful utility but then started scrapping encounters with CC. I think they should start having CC matter again instead.
    (2)

  6. 04-20-2022 02:14 PM

  7. #7
    Player
    MikoRemi's Avatar
    Join Date
    Apr 2022
    Location
    Limsa Lominsa
    Posts
    195
    Character
    Miko Remi
    World
    Gilgamesh
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Roxus View Post
    That's a well thought out document. I've been gathering my thoughts reading various threads and I'd like to ask what you think about scaling potencies based on how close you are to the target? Without needing to be in melee range. Say something like 10-20y.

    The thing that stood out to me was Blast Charge and Hypercharge. I think that's a really good idea. I think I pretty much agree with everything aside the role actions. Rather, they intended for those to originally be useful utility but then started scrapping encounters with CC. I think they should start having CC matter again instead.
    Nothing else particularly scales with distance like that so I don’t want to add that into the mix personally, Physical Ranged should at least have freedom of distance in all forms. It is certainly an interesting idea for maybe Marksman’s Spite maybe but it would be strange to be the only job with such a requirement. Not to discount the idea entirely of course, maybe the developers could make it work.

    I appreciate the feedback, CC would be easy to pull in with Arm Graze at the least, I mainly just want anything else besides Foot/Leg Graze given how extremely niche they are in the kit.
    (1)
    *Job effectiveness will vary depending on player skill

  8. #8
    Player
    LeonKeyh's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    655
    Character
    Leon Keyh
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Roxus View Post
    That's a well thought out document. I've been gathering my thoughts reading various threads and I'd like to ask what you think about scaling potencies based on how close you are to the target? Without needing to be in melee range. Say something like 10-20y.
    I had originally thought of this whenever I was thinking of the "positionals" version of ranged physical to try to add "more" to them. The problem with something like this is that there's no easy visual marker showing how close/far you are from the enemy. That would absolutely need to be added if they were to do something like this.
    (2)

  9. #9
    Player
    Roxus's Avatar
    Join Date
    Apr 2012
    Location
    Shirogane
    Posts
    181
    Character
    Ryuuko Souha
    World
    Jenova
    Main Class
    Samurai Lv 90
    Quote Originally Posted by LeonKeyh View Post
    I had originally thought of this whenever I was thinking of the "positionals" version of ranged physical to try to add "more" to them. The problem with something like this is that there's no easy visual marker showing how close/far you are from the enemy. That would absolutely need to be added if they were to do something like this.
    Oh I agree that there must be an indicator for it, I actually forgot to mention that, apologies. I think it would be a great way to solve the issue of them hiding behind the mobility argument and at the same time add some depth to the job(s). I mean as it is now my static ranged just circles the arena as a joke for years now.
    (1)

  10. #10
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    This is a well put document, albeit slightly difficult to read due to spacing and no text formating.

    Return of the Bishop for AoE battery
    No, that's button bloat and SQEX will remove Reassemble for that.
    The best solution is to give the give splash damage, aoe and single target merged into 1 button.

    Asking for an AoE version is asking for Shoha II.

    Flamethrower fix
    The real problem with Flamethrower is not that it's doing low damage.
    It's that standing without doing anything is the most boring job mechanic. 5 or 10 seconds, it's not fun.
    Lost Ark has a flamethrower, and it's only 2 seconds long.

    The second suggestion is much better, thought Flamethrower should be thrown in with Drill/AA/Chain saw, a cooldown on GCD.
    It could generate battery or heat, you can also merge it with Barrel Stabilizer to gain 50 heat.

    Role action buff
    I kinda disagree with that, while pressing more button is good, pressing more button for button sake is not exactly a good idea. All buttons needs to be engaging.
    It work with GNB because it works with a burst window. MCH is a resource job, it can simply build up for bursts phase.

    Palisade and Dismantle return are good ideas. It's starting to get ridiculous that RDM gets more utility than all the ranged combined.
    But keep the 10% on dismantle. RDM has a 10% Addle and 10% + 5% healing increase on a 120s on top of a res.

    Grenado shot
    I would say turn it into a Machinery action just like Drill & co.
    At lower level it can be grenado shot, but at higher level could evolve into Mustard Bomb/Noise Blaster/Missile or whatever.

    The goal should really be to avoid MCH to be a 1-1-1-1-1-1-1-1-1-Drill-1-1-1-1-1-1-1-1-1 job.
    Pushing the identy of rotation between the big guns would greatly benefits the job, in my opinion.

    Additional notes:
    -MCH really lacks a 120s window if WF is reduced.
    -Due to the 1-1-1-1-1 aspect you could add a new GCD on cooldown+charges.
    -Wildfire dealing splash damage would also be welcome.
    (4)

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