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Thread: Fixing Mch

  1. #1
    Player
    Alchemii's Avatar
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    Dec 2014
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    269
    Character
    Y'noh Tia
    World
    Zalera
    Main Class
    Goldsmith Lv 100

    Fixing Mch

    So I'm making this to put down my thoughts on what should be done to fix Mch at this point. There's really no denying the class is in a bad spot for what it's suppose to be, and something needs to be done about.

    Most of my recommendations will be pulling Mch back to where it use to be.

    1-2-3 Combo: There's currently nothing fundamentally wrong with the 1-2-3 Combo, but it's pretty generic at this point. I think it would be interesting to pull it back to actually work with the heat system, but I would be much more interested in them reintroducing the bullet system. Maybe instead of making it a random chance, make the bullet buff the next shot in the combo.

    Bring back Rook Autoturret and Bishop Autoturret. Don't tie them in with Automaton Queen.
    -Overload: Rook and Bishop Overload should be a CD skills that tie in with the turrets as big attacks that work with it.
    -Overdrive: Buff that causes the Turrets auto-attack to debuff the enemy to cause the entire raid to deal 5% more damage.

    Wildfire: This should deal a % damage of the total amount of damage dealt by the MCH within the Wildfire window. Not just Weaponskills, and not based off the number of Weaponskills performed in the window.

    Tactician: This is the exact same skill as Brd's Troubadour and Dnc's Shield Samba. Which is fine, but it's not a good enough skill to justify Mch's damage being where it's at.

    Dismantle: This should be the debuff applied by the turrets to increase party damage. Personally I think it should increase party damage, and lower targets damage, but I don't know if that's just being unreasonable or not.

    Flamethrower: This needs a complete overhaul. It's current state is because of how heat build up originally worked, but that's changed and the heat build up has been removed, so now it's a useless skill.

    Bioblaster: This should not share a CD with Drill, and probably have it's dot damage increased by 10-20 points, and should be an OGCD skill.

    Automaton Queen: This should not tie in with the Turrets at all, and just continue working how it currently does.

    I don't think any other skills really need a change. These are just the big ones.
    (3)
    Last edited by Alchemii; 09-27-2024 at 03:20 AM.

  2. #2
    Player
    Raikai's Avatar
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    Jun 2017
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    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Auto-crossbow needs to recharge the oGCDs like its single target counterpart! That's one of the worst design flaws.

    Flamethrower could simply 'ignite' Bio Blaster's dot for an even stronger burning dot on top of its damage.

    Other than mechanical changes, MCH also need to stray away from the 'selfish' party buff spot. I know it's what it makes the job unique, but I don't see how that is able to exist in a viable way without hurting too BRD and DNC too much.

    Imagine if MCH brought Ninja levels of DPS... It would outclass the other aiming jobs.
    (7)
    Last edited by Raikai; 09-27-2024 at 03:24 AM. Reason: added a last note I forgot.

  3. #3
    Player
    Alchemii's Avatar
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    Character
    Y'noh Tia
    World
    Zalera
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Raikai View Post
    Auto-crossbow needs to recharge the oGCDs like its single target counterpart! That's one of the worst design flaws.

    Flamethrower could simply 'ignite' Bio Blaster's dot for an even stronger burning dot on top of its damage.
    Oh, I like these ideas.
    (3)

  4. #4
    Player
    Alchemii's Avatar
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    Dec 2014
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    Character
    Y'noh Tia
    World
    Zalera
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Raikai View Post

    Other than mechanical changes, MCH also need to stray away from the 'selfish' party buff spot. I know it's what it makes the job unique, but I don't see how that is able to exist in a viable way without hurting too BRD and DNC too much.

    Imagine if MCH brought Ninja levels of DPS... It would outclass the other aiming jobs.
    Since you added stuff, I will too. :P I actually think it shouldn't, I think it should be dealing Ninja levels of DPS. Brd and Dnc are suppose to be the Support jobs. With returning the damage increasing debuff back to Mch, it would still be more about Buffing the Mch's own damage during it's Wildfire burst phase, than about actually giving everyone else the buff.
    (0)

  5. #5
    Player
    Raikai's Avatar
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    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Alchemii View Post
    Since you added stuff, I will too. :P I actually think it shouldn't, I think it should be dealing Ninja levels of DPS. Brd and Dnc are suppose to be the Support jobs. With returning the damage increasing debuff back to Mch, it would still be more about Buffing the Mch's own damage during it's Wildfire burst phase, than about actually giving everyone else the buff.
    But if you think about it... and talking rDPS here, if MCH is buffed so much that goes beyond RDM and on pair with NIN, then it suddenly becomes the optimal candidate for the Phys Ranged slot.

    Why anybody would bring dps buffers BRD and DNC when MCH can suprass them even with their outsourced damage accounted for? It would be very imbalanced, unless they add an essential variable to tip the scales (eg. a rez to BRD and DNC).
    (0)

  6. #6
    Player
    Hanayumi's Avatar
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    1,216
    Character
    Kara Dusksinger
    World
    Mateus
    Main Class
    Scholar Lv 100
    I personally love the single target rotation for Mch, prolly my favorite rotation of all jobs so far that ive played in depth. Still have issues with it though, the damage takes a massive nose dive after doing your brust, its basic combo very much needs a potency increase. Now its AoE rotation on the other hand is prolly one of worst... massive cluster fuck with hardly any skills collaborating with eachother, for starters 100% Autocrossbow needs to have same oGCD charge as Heat Blast/Blazing Shot and Flamethrower a potency increase to make it worth using. Beyond that Flamethrower(needs gauge building) and Bio Blaster(doesnt work with reassemble) just need a flat out reworks, along with some means of AoE with Battery Gauge, either AoE atks on Queen or an entirely different automaton.
    (0)

  7. #7
    Player
    Alchemii's Avatar
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    Y'noh Tia
    World
    Zalera
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    Goldsmith Lv 100
    Quote Originally Posted by Raikai View Post
    But if you think about it... and talking rDPS here, if MCH is buffed so much that goes beyond RDM and on pair with NIN, then it suddenly becomes the optimal candidate for the Phys Ranged slot.

    Why anybody would bring dps buffers BRD and DNC when MCH can suprass them even with their outsourced damage accounted for? It would be very imbalanced, unless they add an essential variable to tip the scales (eg. a rez to BRD and DNC).
    That was always the point though. Brd and Dnc are suppose to give enough buffs to the entire party that they make up for their lower dps and make them viable options, while Mch is suppose to be the Greedy Ranged that deals enough damage to make it a viable option. However, as it stands right now, Mch isn't a viable option at all it. Last I checked it wasn't even beating out Brd or Dnc in DPS the category it's suppose to focus on.
    (0)

  8. #8
    Player
    Alchemii's Avatar
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    Dec 2014
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    Y'noh Tia
    World
    Zalera
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    Goldsmith Lv 100
    Quote Originally Posted by Hanayumi View Post
    I personally love the single target rotation for Mch, prolly my favorite rotation of all jobs so far that ive played in depth. Still have issues with it though, the damage takes a massive nose dive after doing your brust, its basic combo very much needs a potency increase. Now its AoE rotation on the other hand is prolly one of worst... massive cluster fuck with hardly any skills collaborating with eachother, for starters 100% Autocrossbow needs to have same oGCD charge as Heat Blast/Blazing Shot and Flamethrower a potency increase to make it worth using. Beyond that Flamethrower(needs gauge building) and Bio Blaster(doesnt work with reassemble) just need a flat out reworks, along with some means of AoE with Battery Gauge, either AoE atks on Queen or an entirely different automaton.
    That's why I was recommending bringing back the turrets. Rook turret is a Single Target Auto Attack, while Bishop turret is a AOE Auto Attack. Flamethrower though..... Since they changed up the heat system, it really has no purpose now, and Bio Blaster is just dot applier, I can't think of any dots that work off crits now. Though I could be wrong.
    (0)

  9. #9
    Player
    Jeeqbit's Avatar
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    7,300
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Alchemii View Post
    the class is in a bad spot for what it's suppose to be
    It's perfect in my opinion. It feels like a gun job that blasts gunshots. One of my favorite jobs really.
    1-2-3 Combo: There's currently nothing fundamentally wrong with the 1-2-3 Combo, but it's pretty generic at this point.
    Gives time to weave stuff and focus on mechanics though. I think it's good.
    I think it would be interesting to pull it back to actually work with the heat system
    The combo adds heat, and therefore interacts with the heat system.

    If you mean how it used to work, the combo had boring animations compared to Bard until you got enough heat. That's why they made those animations permanent in the first place.
    I would be much more interested in them reintroducing the bullet system.
    I agree that was an interesting and logical way to try and make a gun job. Where you recharge your ammo. It just was kinda flat and boring compared to what Bard was doing, so they had to make it more exciting - which is why we got a job that uses machines of various types.
    Maybe instead of making it a random chance, make the bullet buff the next shot in the combo.
    Definitely think the random chance wouldn't work. It felt like "missed attacks" that we got due to lack of accuracy and still get due to level difference. It feels awful when your combo breaks due to this. Again, this fell flat when compared to Bard, so everyone just played Bard instead after its Stormblood revamp.
    Wildfire: This should deal a % damage of the total amount of damage dealt by the MCH within the Wildfire window. Not just Weaponskills, and not based off the number of Weaponskills performed in the window.
    That's how it used to be mostly but you know, the game has changed. To account for ping, they now use stacks, so there is a fixed number to make it fair for all.
    Dismantle: This should be the debuff applied by the turrets to increase party damage. Personally I think it should increase party damage, and lower targets damage, but I don't know if that's just being unreasonable or not.
    This was actually added back to the game because extra damage reduction or utility was needed for some reason or another to make MCH able to compete.
    Flamethrower: This needs a complete overhaul. It's current state is because of how heat build up originally worked, but that's changed and the heat build up has been removed, so now it's a useless skill.
    It works as an AoE. It ticks every second instead of every 3 seconds like everything else.
    (2)

  10. #10
    Player
    Valence's Avatar
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    Oct 2018
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    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    You had me at the ammo system being brought back to the fold. The filler of this job is utterly boring compared to how engaging it used to be with ammo and this also played into making the job engaging even during fillers outside of bursts, which a lot of jobs in the current job design fundamentally lack, turning them into resident sleeper rotations once the burst is done. Juggling with procs and triaging them was what made those fillers interesting in the case of MCH. And the job actually used to burst every minute on top of it. It's somewhat ironic that it currently has higher APM than it used to have but with twice less burst sequences.

    Hypercharge is just mindless spamm. The only thing I appreciate with hypercharge is that I can decide when I want to use it, and them adding charges to Drill was the biggest change of this expansion in my opinion since it stops constraining where to use hypercharge so much.

    The job lost its fundamental core identity that was the highest burst dps job in the game period when it got reworked. This was tied to WF compiling the whole damage done and it felt absolutely great when you got it right. It felt also great chasing after big numbers and constantly striving to achieve the biggest Wildfires possible. This has been axed from the job entirely. Now that we have stacks on hypercharge to alleviate ping problems I think it should be considered to bring it back somewhat.

    The current Heat system is a boring, bland resource gauge no different from the others, when it used to be unique and involve very specific, flavorful mechanics proper to the job (barrel lockout, underheat, heat, and overheat), that not only interacted with the base combo, but also with other tools that actually reduced heat like reloads and cooldown (heat blast).

    Current battery is excruciatingly boring and unsatisfying since it just fills up when using clean shot and some tools, and you just press it for bursts like an afterthought. Paradoxically, it currently proves a little more involved since the battery plans have become as lopsided as the heat plans and you generate more than 200 battery every 2min in DT now, which requires to use Queen twice in the filler at specific amounts/timings, all of them different per minute which means memorizing long tedious spreadsheets much like for when to hold heat or not before each burst. This needs to go honestly.

    Bringing back the bishop turret found in its current pvp form would be a boon for the job and would not only refit it closer to the ranged physical stated purpose of "buffing support job" as described on the XIV job guide page, but also bring unique pulsing barriers to toy with for support tools.

    Flamethrower is the elephant in the room and it's incredible that it's not been reviewed since ShB: it's barely competitive with the other AoE tools mathematically and only if you're not able to spend heat before the end (which, funnily enough in dungeons, the end is not the end of a pull, but the end of the dungeon...). It's quite obvious the devs have no idea what to do with it beyond a glorified emote, and it's a shame because the tool was actually a cornerstone of the job in SB (clunk or no clunk). In fact, in AoE it was used similarly to how Apokalypsis is used on BLU currently by snapshotting it at the end of the overheat window for a crazy amount of sustained damage. Compared to what we have now, it's incredibly depressing how much the job has lost with all those cuts. There has been many ideas advanced by people to fix FT, like for example detonating the bioblaster dot, or just generating heat gauge (tied to the amount of enemies hit), or actually consuming heat gauge for a big potency effect, or as a direct, more potent competitor to ACB but with mobility and range constraints. Possibilities are legion.

    AoE overall is in an incomplete, weird state. Battery is still completely useless in this scenario and I actually expected Crown Collider when introduced in EW to address the issue, but apparently not, it was made single target. Not only that, but the introduction of Chainsaw actually generates battery and IS an AoE tool, battery that you can't really use for AoE beyond hitting a single target of the pack for little value, which feels frankly ass. Autocrossbow still doesn't recharge Double Check and Checkmate, which with the added potencies introduced for DT on Blazing Shot and those, makes the use of ACB incredibly less valuable comparatively and pushes it further down the line to 5+ targets now (equal at 4). The 2nd charge added to Bioblaster due to Drill changes feels underwhelming even if it does something.

    Or perhaps pvp bishop could be summoned with a set amount of battery as well, used in AoE, but also for single target to trigger raid buffs (as old hypercharge did on the targets).
    (0)

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