Quote Originally Posted by Vatom View Post
I think everyone is veering off coarse here. I believe the main idea from OP is. MCH doesn’t satisfy the gunslinger fantasy but it does provide a MCH fantasy. So they should make a gun focused job but SE said that they won’t since we have MCH. The problem with that is MCH doesn’t do that it has a different niche it’s giving. So a solution if you don’t want two gun jobs is remove the gun just the gun from MCH and give them something that keenly appeals to the MCH fantasy. Then give us a job that focuses on the gun fantasy
The problem with this is, is that there’s only so many things you can do with a gun. I think archer just having multiple variations on “shoot arrow but slightly different” is what made Yoshi tie bard into it instead of ranger and why we got the heated animations for shooting thrown in.

Machinist feels more whole from a class fantasy standpoint now that it has the classic machinist tool abilities from FFVI. The current job’s problem is, is that I think the gameplay designers need to make the kit more cohesive because right now the wildfire mechanic, the standard 1-2-3 rotation, and the tool weapon skills don’t feel like interact well enough except to build up charge for some oGCD spam and the glorified DoT.

I think the machine tools have a place with MCH, but I think the whole kit needs to be incorporated better. On top of that, I think MCH’s place among the other ranged physical DPS needs to be more clearly delineated. If it’s supposed to be the “selfish” DPS, then it needs to be more powerful to a point where it would be worth taking at the same level as a bard or dancer. Throwing yet another gun class into the mix would only make it all worse.