So why not just take the range tax off? Raise every range up and then make the changes mentioned to the MCH making everyone able to play, more so now that the bosses are the size of the arena and the melee barely has to move.
So why not just take the range tax off? Raise every range up and then make the changes mentioned to the MCH making everyone able to play, more so now that the bosses are the size of the arena and the melee barely has to move.
Because won't someone think of the poor melees? If they're not being coddled at every turn with huge hitboxes and less positionals they might get upset they're not dominating everyone else in dps, and we don't want that.
I mean healers and ranged dps have been complaining for years, but their opinions don't matter, we can't upset melee dps players and have to fix any balance issues ASAP while ignoring everyone else.
Watching forum drama be like
Machinist is great and I love playing it. It's been really fun since Shadowbringers.
Gauss Round and Ricochet could have their charges increased to 4 so that weaving during Heat Blast isn't a DPS gain and that would solve the ping problems. Heat Blast could alternatively reduce the recast time by 10 seconds instead of 15.
I understand how Wildfire is supposed to be used but it can be difficult to weave Wildfire and Hypercharge together at high pings, especially when every other job has a stack system now. It would be better to have a 15 second duration with a maximum number of Weaponskills that can contribute.
A lot of people are saying it needs a damage increase, so maybe it does, or maybe it doesn't and SE know what they are doing.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
they literally will bring sum/ rezmage cause of there party utility. you cannot compare buffs from melee /magical to buffs from physical ranged they are nowhere near the same thing. reapers got what a 3% damage buff and a 50 potency regen? who cares. also people used to bring ninja as a meta because of trick attack so they do do that.
Once again... none of this is a reason against buffing Machinist.Because neither have enough raid buffs for it to make a significant enough difference. At least ideal circumstances. Reiterating what I said before, Red Mage is actually lagging so far behind that it can't keep up with Black Mage. This is the first raid tier we've had in years where there's more Black Mage clears of P8S than Red Mage. Meanwhile, Summoner plays well into raid buffs enough to remain sort of relevant.
Samurai is the poster boy for playing into raid buffs to huge benefit. It's synergy with Dancer rivals the Dragoon/Bard love affair of old. The key difference though is despite being extremely effective at utilizing raid buffs, it doesn't overshadow the other melee. In fact, none of the melee contribute much in the way of rDPS relative to their aDPS: i.e., they're all largely selfish. Case in point, let's look at Ninja. In P6S, at the 90%, it's rDPS and aDPS are roughly 100 apart. That's within crit variance range. Now look at Bard and Dancer. Both have well over 1,000 separating each category. Which means a sizeable portion of their entire damage profile is baked into raid buffs. You can't balance a selfish job around that big a margin.
In order for Machinist to even be close, it's aDPS would need to skyrocket. Which, in turn, makes Dancer and Bard worthless. Why play two jobs whose damage relies entirely on other players when you can play Machinist and easily do consistently better damage? It's the Dancer problem now except reversed.
Put simply, even in a bad party, Ninja can still contribute meaningful damage. Bard and Dancer can't.
It does not need to be buffed to SAM/BLM levels! It just needs to be able to compete with BRD and DNC.
Buffing Machinist by a couple percent to bring it up to a level where you are not so severely punished for playing MCH will not suddenly invalidate BRD and DNC.
You keep arguing in extremes, there's tons of middle ground.
I never said you couldn't buff Machinist though. Frankly, it does still need one regardless of what they do.Once again... none of this is a reason against buffing Machinist.
It does not need to be buffed to SAM/BLM levels! It just needs to be able to compete with BRD and DNC.
Buffing Machinist by a couple percent to bring it up to a level where you are not so severely punished for playing MCH will not suddenly invalidate BRD and DNC.
You keep arguing in extremes, there's tons of middle ground.
My whole response was saying that buffing it won't fix the issue because even with a slight increase, it'll still do less than Bard and Dancer at the high end. The way SE has set up the Prange, a selfish job in that role simply cannot work. Bard and Dancer provide too much rDPS relative to their aDPS for Machinist to ever come out ahead outside of average PG groups. They need to either rework Bard and Dancer to have more personal damage ala what they did with Ninja or scrap the whole selfish DPS concept for Machinist and let the Prange be support DPS again. No amount of buffing Machinist will fix the root problem.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
Peloton doesn't count, it's a role action that only works outside of combat.Second wind, sheathe, sprint and peloton, tactician.
These things help themselves in the ways you described, but they aren't unique to Machinist, so your argument would be better if it said they don't have anything like repelling shot/en avant, warden's paean, battle voice/devilment, song party buffs, nature's minne, dance partner, curing waltz and improvisation.
It's hard to think of a lore reason why a Machinist would provide that sort of utility, but making Wildfire like Mug is a good idea.
Sprint everyone has acces to.
Sheath!?
No, in terms of actual utility MCH only has two role actions, Second Wind and Tactician.
Consider Samurai has Second Wind, Bloodbath, Third Eye, two mobility skills, plus Feint.
While Black Mage has Manaward, two mobility skills and Addle.
MCH should at the very least come with some more personal utility, something like additional personal mitigation or a movement skill akin to En Avant/Repelling Arrow, perhaps a personal Expediation effect, call it 'Overcharge' or something.
Was thinking about a turret mode to deal heavy damage : Change Reassemble to something that make you deploy a big launcher allowing you the use of your abilities + hypercharge, heat blast and Auto crossbow. You can't move but always crit and direct hit while using this mode (duration 10 sec 2 charges 60 sec cooldown can be canceled by jumping).
1. Get rid of AQ and give us sniper skills instead to spend battery on.
2. Give Hypercharge 5 stacks.
3. Reduce flamethrower duration to 5 sec and make me able to move at 50% speed. Same overall potency.
4. Add aoe drone with battery cost.
5. Give us 1 additional party defensive cd and one personal.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.