

^ this all of this… yes. And double yes on the issues with flamethrower being integral to the kit again. Let us not repeat this mistake again.Teleporter/Rocket jump, the idea is there but does it fit with the thematic of a machinist?
Grapling gun is much closer to the thematic.
The problem, visually, is that the rocket jump would propel using a rocket on a very short distance.
Wouldn't it be visually awkward? Everytime a rocket jump is suggested, I just picture Diddy Kong's Rocket Barrels.
Wildfire needs a change. Copying the pvp function is a good start but it needs more. Wildfire is weak, visually disappointing and non existent gameplay wise.
Flamethrower trust me you'll regret suggesting Flamethrower interacting with BioBlaster.
Flamethrower itself is clunky and needs a complete rework. You may not realize it since it's barely used but if it fits in a 1/2 target rotation, you'll quickly realize the mistake.
FT ticks are unreliable, its damage are hard to track, the ability is simply not fun to use and much more effective as an emote, standing still isn't fun and not possible for a long period of time in harder content.
Settings your teammates on fire is nonsense and counter-intuitive.
If you have an ability that does damage OR utility, how do you think it will be used? 99.9% of the cases will be damage.
It's damage AND utility? "Oh guys please stand in my flamethrower so I can hit you and the boss(es)" + mechanics.
DRK are already complaning that TBN is tied to damage resources, let's not repeat it.
Chain saw best case scenario would be a rework, minimum is to change its name to Buzz saws and reduce the fall off as it's the only natural AoE in MCH kit.
It has nothing to do with Chain saw, many MCH players are disappointed with it.




It's interesting. Despite the overwhelming amount of complaints about job simplification across the board, the instant we see discussion of new actions it quickly switches over to talk about how there are 'too many buttons' already and how the jobs are 'difficult enough'. It discourages experimentation and a lends to more conservative approach to job design where things rarely change.
I do want to see more varied movement abilities in the game, and a 'rocket jump' in the FPS sense is a pretty interesting idea. It would be fun to have a job that could fire a ground target ability that knocks you away further from it based on proximity, as you could use it to reposition yourself quickly to anywhere in an arena if you were smart about it. That being said, most players would complain endlessly if this sort of thing showed up on a conventional job, just because it's a skillshot. Would make for a great addition to BLU for players looking for something different.


Am I missing something? Who complained about difficulty or too many buttons here (especially on MCH lol)?It's interesting. Despite the overwhelming amount of complaints about job simplification across the board, the instant we see discussion of new actions it quickly switches over to talk about how there are 'too many buttons' already and how the jobs are 'difficult enough'. It discourages experimentation and a lends to more conservative approach to job design where things rarely change.
I do want to see more varied movement abilities in the game, and a 'rocket jump' in the FPS sense is a pretty interesting idea. It would be fun to have a job that could fire a ground target ability that knocks you away further from it based on proximity, as you could use it to reposition yourself quickly to anywhere in an arena if you were smart about it. That being said, most players would complain endlessly if this sort of thing showed up on a conventional job, just because it's a skillshot. Would make for a great addition to BLU for players looking for something different.
Most talk here is just surrounding the fact that it's a fairly niche ability for a job that needs a lot more. If MCH was like DRG with a really nice core design then sure, adding some frills sounds good. But adding an ability to MCH which other jobs already have is kind of "uninspiring" considering the position that MCH is in right now.
Now, if this were part of a bigger suggestion then I might be able to get on board. For example:
Change Chainsaw into... a chainsaw - Melee range line AoE that is actually a chainsaw that does more damage than it does now
Add Grappling hook - Ability that sticks into an enemy and deals minor damage, pulling you to it
Add "Blowback" - Pulls out your shotgun and deals damage while pushing you back
Then at least you have some synergy. It's basically just an anemic RDM melee combo, but it makes the original suggestion actually useful. Physical Ranged really doesn't have many issues with movement that would need to be "fixed" by just giving MCH Icarus/Thunderclap.



Changing Chain saw into an actual melee phase isn't complex either.
Makes Split Shot, Slug Shot and Clean shot changed into the Chainsaw melee actions during the phase.
Of course doing something else than 1->2->3 but have a 5 GCDs phase in which you would have, for example, to do 1->2->3->2->1.
It also prevent a button bloat issue! A problem MCH isn't even close to have!
The 1 2 3, as of now, feels completely disconnected from the rotation. I believe it would be interesting if they would evolve when using tools as "phases". I would love to see this applied to Flamethrower and/or Chainsaw.


Do nanabot turrets and Gurren Lagann robots? Macross Missile Storm weaponskills?
Mach's current visual identity is over the top cool tech. Teleports for party utility are cool tech. There's even precedent for it in the Diamond Weapon fight. Garlond's already done the legwork.



Machinist is closer to steampunk, not star trek. IDK where you are getting that from.

Thats one ability Ive suggested multiple times. I'd love to see MCH lean more into the machinery side of the theme. I would love to see their utility brought back, the turrets back, rework flamethrower and AQ.

I'd love Machinist to have a rush in/rush out. Tbh all classes should have their own version.
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