Its already 5x harder to play melee in mythic dungeons, its frustrating to have to stand outside of range of the mob because half the pack is spamming frontal cones that have exactly 5 yard reach so they only hit the melee AND they are near impossible to notice, and they ALL 1 shot even on tyrannical weeks… bad design
Learn the fight, interrupt or get gud.
Well some of the frontal cones are hard to see not going to lie…
…frontals are the easiest mechanics, though?
If you really think about it, for us melees there only are two kinds of encounters in the game. The ones where you have to stack with the tank, like HoV Heimdall, and the ones where you can NOT be with your tank, which are your average frontal cone mobs.
The ones that are more difficult to see are in CoT. But even that, just know which attack does the cone and move away for a second. That’s all.
Player skill issue here not the game.
Didn’t say it wasn’t but like I said some are a pita to see
Big part of the problem is between all the AoE you have to move away from, sanguine, and tanks that think it’s PvP and you can never stop moving, where the mobs are pointing changes radically two or three times a second.
The other problem is, with the abundance of mobs that drop a gigantic get out of melee range AoE on themselves, if you manage to be behind the mob the tank runs one way and the melee have to run the other. And if there’s limited space, which is almost always, everyone will be trying to get back to the position before the AoE, which means running towards each others. Which means the mobs are now facing the group.
That first ring you do in azure vaults… There is so much AoE the tank and melee are running around like headless chickens. Maintaining some sort of static position is not a skill issue, it’s an utter fantasy. There is almost never some magical safe space where you can just stand behind the mob. There is only a random and quickly moving spot where you’re temporarily safe.
Umm…as a melee…you should always be behind the mobs anyway…
Operator error
The ones I find most annoying are Nokhud and Azure Vaults, some of those packs have multiple mobs all spamming close range AoE abilities, with so much of it going out that it’s sometimes hard to tell where it’s safe to stand without leaving melee range.
Learn to dodge.
If I can do it, you have no excuse.
The 5 D’s?
Oh god is it time for card games on motorcycles?
And at the same time the dragon breaths and random jump/bleeds are destroying anyone that isn’t in melee range. Good times.
The fight designs are really bad in DF honestly. There are a lot of abilities that require stacks, or being in shields, or behind shields, at the same time dealing with volcanic, AND thundering, which if you can’t or don’t clear, the stun is long enough for those other abilities to basically one shot you.
What this amounts to is a one error, one death situation. Beyond the normal “run out of this aoe or die” stuff that exists along with it. It’s worse than SL in this regard and it’s all due to how they designed the mechanics in the dungeons.
Add in everyone else’s ground effects, DH’s and Draken flying all over the place and especially the new strafing run which covers almost everything up, what’s actually happening would take a still image and a couple minutes of debate.
You know that you can run through the mobs right?
It’s add everything, turn it to 11.
They’ve allowed everyone to get so powerful with self healing, health, and defensives, how else is there going to be a challenge?
They’ve kind of painted themselves into a corner with this. And the line between fun and challenging game play and cheap shoot deaths is razor thin.
Run court of stars enough times and you’ll learn how to avoid piercing gale 9.5 / 10 times
I respectfully disagree. Having more one-shot mechanics this expansion has forced me to pay more attention to what’s happening around me instead of being fascinated by all the shiny glowing buttons on my action bar.
It’s making you a better player. Just look up.
Solution, walk to the side…