Imagine a world where melees are behind by 5-10% but still taken because of a melee tax.
Imagine a world where melees are behind by 5-10% but still taken because of a melee tax.
The only possible fix is a raid buff, unless SE decides to push MCH's median rDPS 5% above the other two physical ranged jobs. But that’s not going to happen, as they’ve been strictly following the same formula to balance this role for over five years now.
Another thing is backward approach to aoe. Hell yeah lets nerf your base aoe and buff the splash aoe of level 90+ skills! Surely it wont affect older content!
If anything, machinist needed straight buffs to both aoe and single target. Aoe kit needs more interaction with itself (Flamethrower with bioblaster is a no brainer, autocrossbow and checkmate/double check is something people begged for ever since i remember).
My understanding is that they wanted to make scattergun a gain on 3 instead of 2. How about buffing 123 combo instead of nerfing scattergun? Boost in single target capabilities in raids where it was lacking and protect its place in aoe heavy content?
I agree on the whole problematic that MCH has right now.
Not enough damage, No buff to the team (Aside from defense), poor AoE option (Battery doesn't give you anything to Burst AoE and Crossbow suck to be frank)
My suggestion would be to transform Flamethrower into the "PvP snipper". Surely a bullet from such a caliber would penetrate hard and put big target on Vulnerability right ?
With the removal of Flamethrower, we just have to readjust other AoE option too. Making Crossbow refreshing cooldown on the two oGCD to really have something amazing and a true AoE Burst. WF as AoE could also be a really good option.
I think Machinist, lorewise, should be able to found a target's Weakspot. Their is plenty of room to do stuff with MCH in order to make it far better.
Also gonna point out that anyone asking for MCH to get a raidbuff are asking for more job 'homogenization.'
Can't wait for another "We got chu, we got chu! Smol potency bump for final raid tier". Like always. They're so stubborn about MCH.
Well, their mit buff got homogenized first.
Anyway, the problem is that they're applying a "ranged tax" to their DPS compared to all classes at as a whole, and not a "ranged tax" to what they are: a selfish DPS class. If they're going to have a "ranged tax," it should be compared to SAM, VPR, BLM, not compared to "every other type of role." But they don't think, so.
Last edited by angelar_; 04-20-2025 at 04:42 AM.
While I'm not a machinist main, walking casts sound like an absolute nightmare in PvE.
The main problem with walking casts in XIV is that you can't cancel them which takes away the control you have over your own movement. Now this isn't a problem in pvp because you can just not use your filler if you know you will need to be mobile, since pvp is usually more about setting up and coordinating short bursts of high damage to secure a kill anyway.
PvE on the other hand doesn't work like that, you can't just not use your filler for an extended period.
I'd rather have the old HW caster machinist back than walking casts.
Last edited by Absurdity; 04-20-2025 at 05:25 AM.
Please buff the aoe with current state of MCH, this job seriously needs some changes on aoe departement. Like a lot of abilities are a gain 5 targets, thats a issue. Meanwhile other phys range can easily do 3-4 target and not caring. It's shows how badly the balance team do not what they are doing and hire more of them.
Not being able to cancel walking casts would need to be solved, but there are already ways to mitigate the movement restriction. Sprint can almost completely negate the walking part of walking casts so Peloton could be reworked to do the same, especially now that Jog exists for all players. Phys ranged with walking casts could be given more movement abilities like dashes, back steps, or even side steps. Another novel suggestion I've seen is increasing the movement speed while strafing for phys ranged by a little so something like 'strafe casting' becomes a point of skill expression exclusive to phys ranged jobs. Also stats like skill speed can have a direct influence on how mobile a walking cast can be. A lot of stuff can be done.While I'm not a machinist main, walking casts sound like an absolute nightmare in PvE.
The main problem with walking casts in XIV is that you can't cancel them which takes away the control you have over your own movement. Now this isn't a problem in pvp because you can just not use your filler if you know you will need to be mobile, since pvp is usually more about setting up and coordinating short bursts of high damage to secure a kill anyway.
PvE on the other hand doesn't work like that, you can't just not use your filler for an extended period.
I'd rather have the old HW caster machinist back than walking casts.
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