Don't worry as machinist is the least played job instead of getting damage buffs and ways to make the current job more viable you'll get a nice rework that no one asked for that will not appeal to machinist players.
Please look forward to it!
Don't worry as machinist is the least played job instead of getting damage buffs and ways to make the current job more viable you'll get a nice rework that no one asked for that will not appeal to machinist players.
Please look forward to it!
Which would be a shame because MCH gameplay is smooth af. We just do shit damage.
That’s literally my point. I’m not saying the difference is actually small I’m saying the lack of differentiators magnifies the effects of what’s a small differenceI don't see why you would use "MMO standards" as an argument for the difference to be small though, each game is different. MMO class balance depends on many factors, and FFXIV insists on keeping them as simple as possible, making 10% a huge number, given how easy it should be to balance the game.
In FFXIV, every piece of high-end content is a predictable dance. Jobs have been lobotomized and homogenized for three consecutive expansions. 10% sure seems like a lot when melees can keep full uptime for all 19 minutes of the hardest Ultimate fight. How would the same developers handle a more complex job and combat system?
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
The FF14 development team doesn’t take feedback immediately. Even though Machinist has been terrible for an entire patch, they still think their job balancing is great. Unless things get really bad, they absolutely won’t take any action.
The key issue is that job changes in patch notes are never revealed in advance because the dev team is afraid of backlash. Announcing them early wouldn’t just allow players to provide feedback but also give the devs a chance to make timely adjustments. This is especially important since FF14 has never had a PTR for job balance testing, making player feedback even more crucial—but they simply don’t intend to listen.
When the 7.2 patch notes first dropped, some people even said that Machinist wasn’t nerfed at all. But whether it was nerfed or not is something you determine through comparisons. In a role where Machinist was already behind, instead of giving it a significant buff, they strengthened Dancer and Bard—both of which were already stronger than Machinist. This is an indirect nerf to Machinist. Anyone with basic game knowledge or even a slight understanding of balance should see this, yet some people are still defending it. I’m honestly shocked.
bard and dancer rely on their group performances. If the groups play well, then their dps benefits from it. If the groups suck, then bard and dancer dps will also suck. In a good group they are above machinist. In bad groups, the mch will be betterThe FF14 development team doesn’t take feedback immediately. Even though Machinist has been terrible for an entire patch, they still think their job balancing is great. Unless things get really bad, they absolutely won’t take any action.
The key issue is that job changes in patch notes are never revealed in advance because the dev team is afraid of backlash. Announcing them early wouldn’t just allow players to provide feedback but also give the devs a chance to make timely adjustments. This is especially important since FF14 has never had a PTR for job balance testing, making player feedback even more crucial—but they simply don’t intend to listen.
When the 7.2 patch notes first dropped, some people even said that Machinist wasn’t nerfed at all. But whether it was nerfed or not is something you determine through comparisons. In a role where Machinist was already behind, instead of giving it a significant buff, they strengthened Dancer and Bard—both of which were already stronger than Machinist. This is an indirect nerf to Machinist. Anyone with basic game knowledge or even a slight understanding of balance should see this, yet some people are still defending it. I’m honestly shocked.
If you tune mch on a level where he pulls 1:1 the dps of bards/dancer in good environments, then mch would be 200% busted in bad groups
I dont think they will ever touch that class, unless they rework it completely and make it support aswell
Exactly what this guy says, avoid these parties you don't want to prog with people who care more about logs than fun.
Yeah, but it doesn't matter if MCH isn't even close to the likes of BRD/DNC in good environments. Generally you should be tuning a job so that their damage output or contribution to the group damage is closer - not this big gap that is between MCH and the rest of the DPS. MCH in general is supposed to be a selfish DPS with how it is designed, but it's obviously not designed to be one with how little damage it hits because MCH AoE is bad, and potencies are way too low for it to be better than a constant BRD/DNC buff on a Melee.bard and dancer rely on their group performances. If the groups play well, then their dps benefits from it. If the groups suck, then bard and dancer dps will also suck. In a good group they are above machinist. In bad groups, the mch will be better
If you tune mch on a level where he pulls 1:1 the dps of bards/dancer in good environments, then mch would be 200% busted in bad groups
That's how horrible a state we're in. MCH should technically be right below the weakest Melee - and sure, people may decide to flock to it but then you're actually having a selfish job that's Ranged actually perform within parameters that it should've been designed for.
Also, for the Casters in the back that probably are going to read this and react: Double Ranged isn't going to become a viable thing like it was in Stormblood with a Piercing Resist Down. And yes, I know SMN is in a bad spot - it's on the list. MCH needs to be actually playable with all its buttons actually being used instead of some of them being useless.
I actually do play gw2. And the reason l play ff14 Is exactly because the gameplay Is simpler. It Is infuriating that l can win team fight in conquest, but lost to the thief on the other team kept decapping sides. And There are so many traits, the huge skill Gap difference can make it unfun to play. I played for 2 years now and only recently figured out there is an unblockable boon corruption, and that's how to deal with warriors.... Little wonder why gw2 Is having a beta of their own crystalline conflict so the gameplay can be simpler and the ceiling loweredThey don't care about the gameplay and 'core' game, they know there's no way to fix it or to make it appealing. You can't fix a turd, only thing you can do with it is flush it down the toilet. Generally speaking, there's absolutely no reason to play this over WoW or even freaking GW2 if gameplay is what you want and they are very well aware of that fact. The house party crowd and 'virtual clubbers' still bring in enough to justify the server costs.
Machinist was always my favorite of the aiming jobs. But it's really more so the other two got better and the gun was just ho-hum stay the course. It's supposed to be a selfish job, but if you don't make such a job rather 'high-end' it's going to be behind the others in terms of play. A high-end good machinist player isn't an issue in any party, they can hold their own compared to a subpar Bard and Dancer any day. But if you are really good at all three, you know you are going with the other two.
If anything should compare it to Viper, also a self job but certainly puts up numbers and has superior AoE for a melee. Also every button really counts, that is not the case with the gun job, which really should be changed.
Job changes in-expansion with their policy is normally just updating numbers, whether cooldown or potency, and it doesn't take much to really give the job a little more kick. It won't upset the apple cart.
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