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  1. #1
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,166
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by Azurarok View Post
    There's less of it, but I still find it easier to maintain MCH's rotation than the majority of jobs. I do think its numbers are way too undertuned/the others are overtuned right now, but I don't think its current design justifies it doing as much damage as BLM/SAM either. It's also not like I'm okay with them sanding away more and more complexity from all the jobs anyways.
    That is true; fail states have been loosened quite a bit, but even then Machinist doesn’t have the same considerations for things like uptime. Like, even though the ‘fail’ bar has went down by a lot, Machinist is still below that lol.

    And with that mentioned, I do find it ironic that SE has been sanding down so much complexity from jobs to make them ‘all equally accessible’, but then that removal of said complexity causes so many of its own balancing issues. Like phys ranged struggling because content has (generally) been fairly favourable towards melee with things like giant hit boxes and the Viper simplifications. And of course Pictomancer too lol. So the whole ‘mobility advantage’ thing phys ranged have is much harder to capitalise on.


    Quote Originally Posted by Azurarok View Post
    I think it depends on how much people want the job to play differently from how it does now. The subject of whether WHM, SGE, and MCH should get raid buffs or not's been a pretty common topic in their threads in the JP forums, but I've only really seen it be brought up as an alternative to adding more complexity to their kits, so I usually take that as people not wanting those jobs to feel any harder to use.
    I think I get it. For many people adding complexity to the job itself isn’t necessary, so the question is ‘what else can it get to improve things?’. I think Machinist could work with its own type of ‘support’ and/or ‘raid buffs’ or whatever. And, personally I would like to see more abilities/skills that we have (more) control over but aren’t necessarily part of the ‘standard damage rotation’. But I have no idea if that’s like, a ‘hot machinist take’ or not tbh lol
    (0)

  2. #2
    Player
    Azurarok's Avatar
    Join Date
    Feb 2022
    Posts
    1,139
    Character
    Medim Azurarok
    World
    Siren
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Connor View Post
    I think I get it. For many people adding complexity to the job itself isn’t necessary, so the question is ‘what else can it get to improve things?’. I think Machinist could work with its own type of ‘support’ and/or ‘raid buffs’ or whatever. And, personally I would like to see more abilities/skills that we have (more) control over but aren’t necessarily part of the ‘standard damage rotation’. But I have no idea if that’s like, a ‘hot machinist take’ or not tbh lol
    This is kind of where I'm really conflicted on wrt adding a raid buff. They're currently really simple to execute despite adding a considerable boost to rDPS, so to me it often looks like folks wanting them on WHM/SGE/MCH want to increase their damage contribution without making the job any harder. It barely does anything for raising the skill ceiling when it's so close to the floor for these jobs.
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