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  1. #1
    Player
    SoraNewleaf's Avatar
    Join Date
    Mar 2025
    Posts
    1
    Character
    Sora Newleaf
    World
    Sagittarius
    Main Class
    Machinist Lv 100

    State of Machinist 7.2

    A simple understanding of Final Fantasy and raiding will be needed here as a heads up.

    Machinist at the moment is unplayable or lets word it as, a "fine" option in party finder due to players not performing at their best.

    But looking at machinist from a General View as a longer term machinist player, we just do not get what we want whatsoever. Not just Serenaya tried reaching the understanding of SE but many more. And I think I speak for all Machinist players here.

    Problem: To begin with the first issue, Machinist personal damage is not really what you would expect from a selfish dps, it's too low. Sure we may get a potency adjustment here and there (or another 600 potency skill), but the general fact will stay that machinist will never be a good dps unless its changed in some way. And if its not good at selfish dps, give it a raid tool.

    Suggestion: My Idea for a **Possible** solution is a mini rework for dismantle in a way. Dismantle is a very under used skill in my opinion, yeah sure some may say "I use it this much, wah wah" but with tact being 90 seconds and having the whole team ready with mitigations most of the time it just doesn't show as much value. My Idea here is reworking it into a Dokumori like skill, giving the raid 5% more damage to the target for like 20 seconds or so.
    Not only would it clear up some issues Machinist has with damage, but it would make it be somewhat on par with Dancer and Bard which outperform it completely at the moment.


    Other issues being, Wildfire.
    My idea for Wildfire would be tweaking the Potency numbers a bit and making a crit skill so it profits from skills like Battle Litany or Chain Stratagem. Which would again, result in machinist being able to keep up better with the other 2 ranged dps jobs.
    On top of that give Wildfire an AoE drop off and not just a single target skill.
    ---
    Besides that I still think machinist is a great and well designed job (for the fun in the gameplay) with its own ups and downs. Like any other job. The kit is fun and gameplay overall is very proactive.
    (7)
    Last edited by SoraNewleaf; 03-28-2025 at 01:59 AM. Reason: Correction of possible misunderstandings.

  2. #2
    Player
    ExileOmnisoul's Avatar
    Join Date
    May 2018
    Posts
    17
    Character
    Solus Astrablaze
    World
    Adamantoise
    Main Class
    Paladin Lv 90
    I just wanted to give your thread some more visibility. MCH is the most overlooked job in the game! Please adjust area attacks skills into the MCH into the overcharge combos. It appears like one person worked on single target, and another person worked on group targets. Flamethrower and Bioblaster barely matter. Auto crossbow doesn't look or feel good. The single target rotation is fun. Just give a mild amount of potency please.
    (3)

  3. #3
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    3,474
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    List of major contribution/balance grievances (may not be exhaustive):
    1. Damage is too low, party contribution feels bad.
    2. Ranged physical is in the website description a buffing and support job, where MCH is sorely lacking. The loss of party raid buff is especially felt strongly on a job that is afflicted by the ranged tax, preventing it to either 1) fully take advantage of other raid buffs in the party or 2) fully take advantage of the big selfish DPS jobs like BLM/SAM or just any melees with its own raid buffs that it doesn't have.
    3. WF should deal AoE damage like in pvp.
    4. Autocrossbow should recharge double check and checkmate.
    5. Battery has no AoE option, while battery generators like Chainsaw are AoE. Give AoE at least on Crown Collider.
    6. Dismantle isn't as strong as it used to be for two reasons: all jobs have way more mitigation than in HW, and it stacks badly with diminishing result in a sea of mitigation on big attacks.

    List of identity grievances (may not be exhaustive):
    1. Decap the total Wildfire amount of compiled weaponskills. It is currently capped at 6 for no reason, where you can imagine interesting techs like double Hypercharges back to back with no intermediary filler GCD, which could allow to reach 7 GCD WFs and make room for more skilled play. Or just bring back old Wildfire and make it work like it used to by compiling every damage done under it (like current pvp Death Warrant), this would allow for very interesting theorycraft of what to put inside, and not just stupidly tie it to hypercharges.
    2. The job could get access back to raid buffs, which can be tied to various ideas like dismantle (acting like old hypercharge/ninja).
    3. The job lacks interesting filler and relies too much on hypercharge mindless spamm. Reintroduce older heat management, and/or bring back ammo to manage.
    4. Flamethrower has been buffed to be viable, but it's really not interesting to use and doesn't interact well with the kit still.
    5. Bring back bishop autoturret to make up for the loss of dismantle on party support. Make it work like in pvp with the pulsating shield.
    6. Introduce more flavor to differentiate all tools between each other (Drill, Anchor, etc).
    7. Introduce more flavor to differentiate between checkmate and double check.
    (8)

  4. #4
    Player
    Xieldras's Avatar
    Join Date
    May 2019
    Posts
    142
    Character
    Xiel Naweh
    World
    Seraph
    Main Class
    Bard Lv 100
    Not a MCH main, but just adding that the Ammo system was a lot of fun back in HW/SB. I wish they'd kept it.
    (4)

  5. #5
    Player
    xbahax92's Avatar
    Join Date
    Sep 2014
    Location
    Gridania
    Posts
    1,035
    Character
    Keiji Zaika
    World
    Odin
    Main Class
    Machinist Lv 100
    While I had no issue clearing Recollection extreme as a MCH, the job still is neglected by the devs.
    It seems to be worse in the JP DC's. They're basically locking the job from duties and it's a stigma as "weakest DPS". Well that's the hearsay.

    It's sad but first rumors appear, MCH DPS is not enough to clear Suzaku Unreal?
    (0)
    Last edited by xbahax92; 03-28-2025 at 07:20 AM.

  6. #6
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,093
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    Honestly, just give MCH walking casts like it does in PVP, and let it deal comparable damage to like BLM, SAM, and VPR. No need for a raid buff.
    (0)

  7. #7
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    3,474
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Also forgot to add (I knew I forgot something major), MCH's damage profile has been leveled pretty hard in ShB with the rework. 40-50% of its damage used to be crammed inside WF. Just going back to this fundamental core identity that the job had would play a lot better in the current 2min burst meta ironically, and also help the job shine more in downtime fights like ultimates.
    (0)

  8. #8
    Player
    Sparkling_Aria's Avatar
    Join Date
    Jul 2024
    Posts
    4
    Character
    Aria Argenti
    World
    Ultros
    Main Class
    Machinist Lv 100
    My suggestion ive had for a while now was adding an icrease to crit and direct hit damage dealt when barrel stabilizer is used since you kinda have to use it during burst windows now since theres a limited amount of time to use the hypercharge anyway
    (1)

  9. #9
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    6,776
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Are they afraid we wouldn't play melee DPS if they made the damage the same?

    Because in reality, mechanics are designed for 2 melee and 2 ranged, so we'd still set PF to that and actually be more likely to do so if the damage was closer. They could give a 1% tax but the scale of the difference at the moment seems wrong.

    Plus, we have the "5%" bonus which would motivate us to take both melee and ranged. Which we are likely to ignore when they tax the damage way too much on ranged jobs.
    (3)

  10. #10
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,093
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    Quote Originally Posted by Sparkling_Aria View Post
    My suggestion ive had for a while now was adding an icrease to crit and direct hit damage dealt when barrel stabilizer is used since you kinda have to use it during burst windows now since theres a limited amount of time to use the hypercharge anyway
    I've always thought phys ranged as a role should have the most control over when their attacks crit/dh like as if they know how to aim their attack to maximize their damage potential.
    (3)

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