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  1. #11
    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)

  2. #12
    Player Soge01's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    2,406
    Character
    Waira Amarilla
    World
    Faerie
    Main Class
    Black Mage Lv 100
    I'll never understand why our Bishop turret was taken away in Shadowbringers. Using just the Queen Automaton all the time doesn't make any sense! We should at least have one other turret/automaton thst actually focuses on AoE damage instead.

    I also wish we could have our Rook Turret be a permanent pet at level 80 that follows us around and performs support fire when we attack and only disappears when we summon Queen Automaton. Would provide some nice visual identity compared to the other ranged dps and would just be cool to see and make sense that we'd have enough aether to canocially keep our small turret buddy around at all times since we now have enough to briefly summon and control a freaking robot now!

    Also, I'll never understand what the devs are afraid of when it comes to just making MCH hit harder than Dancer and Bard. I don't even like playing MCH in dungeons and such because of how every goddam Dancer and Bard conpletely out dps me! I'm the freaking selfish ranged dps! Why are two support dps doing more freaking damage than me!? That's ridiculous!

    Also, I wish we had our ranged circle AoE bomb throwing attack back that we used to have back in Heavensward. That was one of my favorite skills to use because...well, we could through a grenade that blew things up! Plus it gave Machinist more aesthetic identity back then when most of its attacks came from either its gun or the turrets it summoned. With the current crop of weapons MCH can pull out of nowhere and use, this would be a great time to bring that ability back! Hell, maybe even make it so it upgrades into a grenade launcher that does extra damage and even bigger explosions, hahaha!!! >xD
    (0)
    Last edited by Soge01; 06-16-2022 at 05:21 PM.

  3. #13
    Player
    stellahawke's Avatar
    Join Date
    Dec 2021
    Posts
    27
    Character
    Stella Clegane
    World
    Exodus
    Main Class
    Botanist Lv 90
    idea that would make the flamethrower and bioblast more useful. is instead of you using them you summon the turrets to use them. ether have it where you want it to be. then there is also that macro where you can place it on a target.
    (0)

  4. #14
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    736
    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)

  5. #15
    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)

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