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  1. #11
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,112
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Renathras View Post
    lots of air
    Yeah we get it, you don't like complexity and you don't like rng. Got it.

    Quote Originally Posted by Kosachi View Post
    HW MCH was peak job design imo. Wasn't perfect but came pretty close to it. Sure it had cast times, but the job was purpose built around them and turning your Gauss Barrel on and off. Varied skill types, many different burst phases (If you remember Mild Fires and your Wild Fires where everything lines up)

    Biggest problem with it was it was not beginner friendly, and VERY complicated and nuanced but if you stuck with it, it was endlessly satisfying and rewarding. That feeling is what I miss from the oversimplification that's been happening over the last three years as nothing really feels unique anymore. Things don't interact with each other like they used to and you can only push the instant reward button so many times before it gets really boring and dull.

    Now am I saying we should go back to HW job design? No. That's a bit too far on the opposite side of the spectrum but a good balance needs to be struck somewhere and this aint it.
    I have a lot of issues with HW MCH. It was a good job, I actually liked its party resource support the most when it still made sense (MP turret/promotion, etc), and while it didn't rely on very finicky tech like flamethrower > overheat...

    - The barrel stance dancing felt horrible to me, very clunky, very unintuitive when to use or not (you even had stupid, unreliable optimization like turning it on and off to fish for ONE auto at the end of WF).
    - The absolutely maddening amount of self buffs from class and cross class to activate all at once (raging strikes, eagle thingy, blood for blood, quelling strikes, hypercharge, WF...), which made openers and bursts absolutely bloated in redundancy and overflowing OGCDs.
    - Overall way too many OGCDs but that was HW, which confused complexity with ability overbloat just for the sake of it on a lot of jobs if not most (meaning you had a crapload of ogcds just to use on CD without much interaction with the rest of the kit).
    - 5 ammo meaning you had to overwrite procs (fixed in SB).
    - Desynced Reload cooldowns compared to WF cooldown, which in theory was interesting, but in practice lead to extremely frustrating mildfires where you literally could spamm split shot 5 times without getting any proc and you couldn't do anything about it.

    But yeah anyway, I agree mostly. I preferred SB MCH, but I won't deny that the casting system on MCH made sense, however I'd like them to find another role specific gimmick than just casting, else I'd just go play a caster tbh.
    (4)
    Last edited by Valence; 03-01-2023 at 10:41 PM.