If you're working on gauss round and ricochet upgrades as well as heat blast, they better bring something more than just a potency increase.
Please make hypercharge gameplay actually engaging?
If you're working on gauss round and ricochet upgrades as well as heat blast, they better bring something more than just a potency increase.
Please make hypercharge gameplay actually engaging?
In a world where people are allowed to fail, I'd personally like it if every hit under Hypercharge boosted a related action.
The next Scattershot, for example, would deliver another hit for every Heat Blast, Gauss Round, and Ricochet performed during a Hypercharge window. Some people like big numbers, but I like seeing a scatterblast of them.
Ideally, Reassemble would also gain bonus effects to different tool skills, and having one tool deal the same total potency but do it over 4 hits means you have Hypercharge windows where one of your ideal windows for it is using a reassemble + tool instead of a gauss + heatblast to maximize your ending Scattershot.
I really hope we don't hear them say they don't know what to add again.
Well I guess it's just gonna be basic bland upgrades.
I guess they think flamethrower is perfect as is.
About the changes, we mostly have positives:
Chainsaw into Buzzsaw follow-up (We see a buff granted at the end of Chainsaw and consumed at the end of Buzzsaw), both gives 20 battery, I wonder how this will affect the battery generation.
Barrel Stabilizer is a huge QoL, very happy about that.
Barrel Stabilizer follow-up is very nice and feels very fitting to MCH.
Second charge on Drill will be very useful to not lose a Drill usage, I don't think we'll try to cram 2 Drills into the 2 minutes window but that's depending on potencies.
Tactician buffed to 15%.
Animation wise, it's pretty much spot on!
So far all these changes are very positive and none of them seems to have any downsides.
About the negative:
Automaton Queen remains a press and forget button. She was so forgettable I completely ignored her during the Job actions. It stills seems to be a way too rigid AI and will select a target and never swap.
Flamethrower still exists in its Shadowbringer form, an emote that can sometimes makes you gain scraps for potency. It's probably the weakest capstone skill.
Wildfire is still an automated tool you will always press to make an "Hypercharge+" and then forget that doesn't seems to deal AoE damage.
Hypercharge seems to remains spamming 5 times the same thing.
I'm very happy with what changed, but unhappy about things that didn't changed. I'd like the Dev to ponder upon the Automaton Queen first and Flamethrower second.
I'm also wondering why they keep reworking/adding gauge to other jobs but don't do it to jobs like MCH and DRK.
Last edited by CKNovel; 05-17-2024 at 07:04 PM.
If the only changes are adjusting or increasing heat or battery generation, forgive me for saying that it's utterly uninspired and boring.
New Barrel Stabilizer reduces skill expression since you generally need like for other jobs that got the same treatment to keep enough heat before burst so hypercharge is ready for WF. You could move bstab in the weave just after WF in order to hypercharge immediately. Either way, whether you position bstab before or after WF means that you can overcap heat before or after it as well, meaning you have to make sure you have enough heat, or not enough heat, before entering the burst. So while I deplore the simplification, on the other hand it was cursed and just annoying as a design so I understand why they went there especially since bstab was never used elsewhere for anything else either.
The second charge on Drill is an actual hidden boon for hypercharge use, since Drills are mostly what segment the rotation so much that positioning hypercharges without drifting tools (notably drill) is a consideration before spending heat every time. So like for bstab, this drastically reduces skill expression since your charges will give you a buffer that will prevent drill to drift if you mistime a hypercharge. However honestly, I never liked much the idea of that rigid drill segmentation so... I'm happy with this.
I'll wait for the actual tooltips to make up my mind, but I'm not exactly hopeful. This job utterly lacks of gameplay flavor, it's bland and tedious. The new animations and especially the sounds are chef's kiss though.
Last edited by Valence; 05-18-2024 at 01:25 AM.
Promising preview, definitely something to check when we finally get media tour information, to try to understand if anything else changed and how.
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