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  1. #1
    Player
    DixieBellOCE's Avatar
    Join Date
    Mar 2022
    Location
    Limsa Lominsa
    Posts
    1,132
    Character
    Dixie Bell
    World
    Ravana
    Main Class
    Dancer Lv 100

    Machinist feels.. lackluster.

    It has:

    3 variations of drill, that do the exact same thing, one is cleave.
    1 AOE ability (Not even a combo!) that is actually useable.
    A set 1-2-3 combo with zero variation.

    It does not:

    Scale with Skillspeed or Direct hit due to hypercharge/reassemble.

    Some skills are actually worthless:

    Flamethrower - Does less damage than just pressing Scattergun, Atleast make it deal triple damage to enemies affected by Bioblaster.

    Bioblaster - Shares a cooldown with Drill.. Why? Would it be so bad to have a DOT and Drill at the same time?


    Your biggest hitting ability is something you don't even use yourself, your Automoton queen uses it when it expires.. HELLO!?

    Please for the love of god rework MCH into something Unique that isnt just pressing 1-2-3 over and over again with a random variation of Drill inbetween.
    (5)

  2. #2
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Flamethrower deals 80 potency per second. If you triple it, that would be 240 pps.
    1-2-3 combo deals respectively 80pps, 112pps and 144pps. Heatblast deals 120pps.

    If you triple Flamethrower damage to ennemy affected by Bio Blaster, the single target rotation would include a "Stand still for 10 seconds every 60 seconds" which isn't acceptable.
    Flamethrower is barely worth anything, sure, but it had more problem mechanically than damage wise.

    The Automaton Queen has even more problem. To put it simply, they can't do anything with it as adding a 3rd finisher would be even more troublesome.
    AQ "finish" phase would be longer, AQ has already trouble targeting the correct target, AQ AI isn't able to seek another target for its finisher and will shutdown before pile bunker/crown collider if the target is dead.

    As for its AoEs, who care about the number of buttons?
    If Air Anchor had Fall-off, Wildfire had fall off and Chain saw reduced fall off, that would be enough. Don't had buttons that will be only pressed in 1 kind of content.

    MCH clearly needs some work, Flamethrower, Automaton Queen, charges on HC/Wildfire, buff it AoE damage and the lack of utility.
    (2)

  3. #3
    Player
    DixieBellOCE's Avatar
    Join Date
    Mar 2022
    Location
    Limsa Lominsa
    Posts
    1,132
    Character
    Dixie Bell
    World
    Ravana
    Main Class
    Dancer Lv 100
    Quote Originally Posted by CKNovel View Post

    If you triple Flamethrower damage to enemy affected by Bio Blaster, the single target rotation would include a "Stand still for 10 seconds every 60 seconds" which isn't acceptable.
    Standing still channeling flamethrower to let abilities reallign would actually be beneficial and allow you to use Skillspeed as a viable stat.

    Right now its just a dead set boring rotation where you press the same 5 buttons over and over again with the odd OGCD until you get to burst phases.

    Hell i would like Flamthrower to just be renamed to Ignite and interact with Bioblaster's DOT and make it increase in potency.
    (0)

  4. #4
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by DixieBellOCE View Post
    Standing still channeling flamethrower to let abilities reallign would actually be beneficial and allow you to use Skillspeed as a viable stat.
    No thank you.

    For 2 main reasons:
    -Standing still for 10 seconds, no job needs to do that, not even BLM. There are many cases and mechanics where it's not possible to stand 10 seconds still.
    -10 seconds of doing nothing is, excuse my french, but garbage design. I'm playing XIV to press GCDs, oGCDs and executing mechanics, not to have a 10 second long "Vampire Survivor phase".

    It's a Flamethrower, it should be strong on its own.
    Flamethrower being empowered by Bio Blaster is among the worst ideas, only seconded by making Flamethrower the AoE variant of Air Anchor.
    (1)

  5. 06-15-2022 11:35 PM
    Reason
    See Kabooa's corrections below.

  6. #6
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Scattergun does 150 ppgcd but grants a fifth of a use each of Hypercharge, which itself grants 4 AC casts, which means its effective ppgcd is [150+(.8(233.3-150)], or 216.6 ppgcd.
    It's 5 + 3 GCDs. Total the potency, divide by 8. 1450 / 8.

    You should come out to 181.25. You don't cash in the potency without using the GCD time to use the Overheat.

    This means your priority is Bioblaster > Chainsaw > Barrel Stabilizer Overheat > Flamethrower > Overheat > Scattergun.

    Reassemble can adjust this somewhat (RChainsaw is technically your strongest upfront hit, but can miss some targets in certain packs), but Flamethrower has a place. It's just a very unexciting place.
    (1)
    Last edited by Kabooa; 06-16-2022 at 03:18 AM.

  7. #7
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    751
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Quote Originally Posted by CKNovel View Post
    If you triple Flamethrower damage to ennemy affected by Bio Blaster, the single target rotation would include a "Stand still for 10 seconds every 60 seconds" which isn't acceptable.
    Flamethrower is barely worth anything, sure, but it had more problem mechanically than damage wise.
    Imagine a fuel gauge which can charge up to 10 seconds, and you then just have to weave in the dps in the rotation. You can interupt it at any point and also start it at any point. To promote standing still, damage increases over time (starting at 80, increasing by 10/15/20 every second, and if needed has a cap). Taking such risk should at least be rewarding to some degree. And especialy in this case having knowledge about boss mechanics can be very powerful

    Alternatively, targets standing in the fire get all damage they receive increased by x% which then aids the team damage instead of its own.

    There are multiple ways mechanics can be adjusted. And usualy abilities that identify a class are somewhat required to stay, even if they change a lot.
    (0)

  8. #8
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by UkcsAlias View Post
    Imagine a fuel gauge which can charge up to 10 seconds, and you then just have to weave in the dps in the rotation. You can interupt it at any point and also start it at any point. To promote standing still, damage increases over time (starting at 80, increasing by 10/15/20 every second, and if needed has a cap). Taking such risk should at least be rewarding to some degree. And especialy in this case having knowledge about boss mechanics can be very powerful

    Alternatively, targets standing in the fire get all damage they receive increased by x% which then aids the team damage instead of its own.

    There are multiple ways mechanics can be adjusted. And usualy abilities that identify a class are somewhat required to stay, even if they change a lot.
    There are so many problems with that:

    In the case rDPS provided from Flamethrower is too high:
    MCH Burst phase would be standing still, then actually using its own burst, insane gameplay.

    In the case rDPS isn't high enough, regardless of the buff value
    You will be forced to press Flamethrower during downtime to stackup the "fuel gauge" and to reach full potential for a burst phase.

    This is a problem in TEA/DSR as it tends to have downtime with heavy mechanics. And by heavy mechanics, I mean you can't stand still for more than 3 seconds or you're wiping the team.
    It has nothing to do with "skill", you always need to be on the move.

    Standing still is a terrible idea regardless of the content, it's boring and doesn't pair well with MCH extremely poor mobility.
    With that mechanic, MCH would be the least mobile job by a landslide. And it's already the least mobile job.
    (1)

  9. #9
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    Definitely needs charges on HC/Wildfire. Also Automaton Queen is a right pain in some fights because there is no way to tell the thing to attack a different target if you are unfortunate enough to have invincible targets on the field. It hurts so bad when punchy robot starts hitting a darkened fire while it has invuln shields on.
    (1)

  10. #10
    Player
    Tizzy_Tormentor's Avatar
    Join Date
    Sep 2014
    Location
    Gridania
    Posts
    629
    Character
    Tizzy Tormentor
    World
    Omega
    Main Class
    Machinist Lv 100
    Flamethrower definitely needs looking at, I don't mind the channelling itself, but I would give it synergy with Bio Blaster since they line up and it would give the ability more impact. I would also consider halving the duration, doubling the damage and maybe giving it the "Suzaku Kick" treatment, where you can push it again to get off a finishing blast. Flamethrower has the potential to be a highlight of MCHs AoE suite, they just need to give it some attention and have it synergize with the kit instead of being this strange skill that's just barely a gain over just using Scattershot.

    As for Queen, they should really look at that AI, its a pain when you can hardly control where it goes, also the long summoning time can make it a pain to get it to fit in burst windows properly, I like Queen but it could use some work.

    As for Wildfire, I'm not really sure what to do with this one, I definitely think it should have the potential to direct/crit and be AoE (like in PvP) I'd also say Air Anchor would be a good fit for AoE simply because the animation lends itself to it. You would need appropriate drop-off of course, but this would go a long way to improving MCHs AoE game.

    Overall, I still enjoy MCH, but those are fairly easy areas where they could make positive adjustments.
    (1)

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