Didn't they say they didn't want rng in pvp?
Just make it 10% damage vuln or something, at least then it'd be more consistently useful instead of randomly deciding games on a coin flip lmao
Didn't they say they didn't want rng in pvp?
Just make it 10% damage vuln or something, at least then it'd be more consistently useful instead of randomly deciding games on a coin flip lmao
Completely agree.
It's cute that they're going for the FFVI Chainsaw death proc, but PvP isn't the place for it.
Last thing I ever want in any PvP mode is to have some RNG instant kill mechanic. I try to be polite but that is like one of the dumbest ideas I have ever seen come out of the PvP team, and I have seen some bad ideas. It's so inconceivably awful to try to rationalize. I think if it was a huge crazy RNG party with all kinds of random stuff happening, and we had random crits and stuff, I would still hate it. In the current iteration, the developer did so much to curb RNG elsewhere, so why have it here?
I agree, as a mch main in pvp. Turning the tide of the match with a single ability, based purely on luck, feels bad. I'd much rather they added a vulnerability up debuff to it, or even a DoT debuff (cus yknow, chainsaws cut you)
Yes 100% agree 3% chance to kill might as well say it’s never going to happen
As a MCH player I have mixed feelings on this.
Air anchor and drill are either side of chainsaw making eyes at my analysis, but IF the chainsaw procs death it’s far more worth it than either of them, if not, then I’d rather have used it on the other two for the direct damage increase.
I like the death effect, but the low chance makes it a meme at best. In one of my first matches of frontlines since the rework I fired it into a crowd and it killed 4 people, but I have yet to replicate that and I doubt it was as funny for the other team as it was for me.
It would be nice if it had more specific conditions, for example 100% death on targets within melee range and the chance decreases the further away you are down to 3% at max range. It would give MCH a more reasonable incentive to get into melee range than bioblaster does. Or maybe 100% death on targets afflicted with something like aether mortar or wildfire so you could at least know you’ll get one person with it.
It being a meme is kind of the problemAs a MCH player I have mixed feelings on this.
Air anchor and drill are either side of chainsaw making eyes at my analysis, but IF the chainsaw procs death it’s far more worth it than either of them, if not, then I’d rather have used it on the other two for the direct damage increase.
I like the death effect, but the low chance makes it a meme at best. In one of my first matches of frontlines since the rework I fired it into a crowd and it killed 4 people, but I have yet to replicate that and I doubt it was as funny for the other team as it was for me.
It would be nice if it had more specific conditions, for example 100% death on targets within melee range and the chance decreases the further away you are down to 3% at max range. It would give MCH a more reasonable incentive to get into melee range than bioblaster does. Or maybe 100% death on targets afflicted with something like aether mortar or wildfire so you could at least know you’ll get one person with it.
95% of the time its a waste to analysis, but going for it can give you a chance to win a game that you didn't deserve to win, for example
Making it worth using analysis on with a dot or debuff would be much better. Mch is my go to dps when im not astro and i hate this cheesey skill so much
I honestly dont mind the instant death on MCH, it happens so rarely that i can count the moments it triggeredvin CC by one hand during my climb, and i play alot of matches.
RNG is one of many key elements that allow bad Players to stand a chance aganist good Players, it might be a Wild Card, but at the end of the day, you only get lucky once with it and thats that.
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