No range increase = no rogue

Which was a mistake because they ended up giving casters extended range.

:surfing_woman: :man_surfing:

My brother in melee, show me a caster that doesn’t have copious amounts of instants to weave to be semi mobile.

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It’s not bad design, melee is utter garbage at default range. Already have to play dance dance revolution as outlaw with 8y, its atrocious on other specs.

Instead they should just make the default range 8y. I don’t want to stand inside mobs to hit him, I can’t even see my own char being rendered behind others and inside the 20 million effects of other specs dumping everything.

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i always found it weird that rogues with their little daggers outranged warriors with their fat axes and swords
I don’t play acro. I won’t miss it.
It’s a matter of getting used without it
convenient, yes. required, no.

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I’m not the best rogue , almost got 3200 last season, I think that they made outlaw pretty fun with the changes last season and this season. That being said we’re still behind some classes in damage ie ret , and dh. No problem there it’s not by much ilvl should be taken into consideration but why are we taking 3 steps back with the war within alpha . The changes suggested there don’t look good or fun at all. If you want to take the range away from us that’s fine please take the cap off of blade furry then and let it do reduced damage after 8 targets.

Outlaw seems to be in the best state right now that it has been since it came out, and now that you see people enjoying it you’re gonna gut it? Make the other specs enjoyable perhaps?

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They had that much more mobility though, which kept their offensive pressure higher. There was virtually no incentive to bring melee to raid.

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Yeah the changes made on the TWW alpha are incomplete and we have to see what is the entire picture but I am not seeing three steps forward but more like three steps back so far.

:surfing_woman: :man_surfing:

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Don’t mind this if they nerf caster range and range of caster aoe. Shaman earthgrab totem has too big of a range, mage nova has too big of a range. A lot of aoe auras and such have too big of a range imo and things like acrobatic strikes made it tolerable. But if there’s no nerf to ranged classes, pvp will suck

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I’m just gonna play whatever does the most damage. At the end of the day we bring utility but no buffs/hero/res so we need to be bringing the damage.

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One of the ways I could see this being an acceptable change would be if it gave developers more design space to offer melee now stuck at dead melee better mid-range abilities/cooldowns for moments when they need to nope out to avoid mechanics, but, my fear is that this is actually just a band-aid strategy to simplify the design needs of encounters heading into TWW and to make the risk factor of any fight actually weighted more toward breaking cooldowns, as opposed to being killed by mechanics outright. There are still plenty of mechanical dangers/responsibilities for someone playing acro, but they typically have more breathing room to execute their rotation without outranging an important GCD – my guess is that this is the challenge that the devs are trying to intensify, which isn’t exactly ideal.

I’d love a blue post that better explains why these kinds of changes are made specifically, and offhandedly mumbling hazy (and sort of obfuscating…?) justifications about baseline melee range being increased over time doesn’t quite do the trick. Obviously, this is them using tuning knobs to make fights more difficult. What are the other tuning knobs? Have they considered all of them? Why did they pick the knob that arguably makes gameplay feel much worse? Do they think players enjoy large, hooping strings of cooldowns that can be broken by a single scuffed GCD, and is that idea part of this change?

Oh, and, maybe better for the purposes of conversation, this: is the challenge of staying in melee range commensurate to maximizing time spent standing still and free-casting? I’m just not sure it comes out of the wash that way all the time. Is Blizzard so sure?

Hmm.

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this whole thread basically what taking off training wheels is like.

Yall been spoiled by acrobatic strike for 8 years.

Give bladeflurry abit more aoe range to compensate and outlaw will play just as well as it does currently without extra melee range

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I will say; it was eye-opening to have very brief access to acro as Sin this xpack, and it was definitely hard to lose (“lose”…) access to it when it was pushed farther down the tree, so I guess I sort of empathize with folks if they feel like they’re unduly losing something fundamental to how they enjoy playing as melee. I only raise my eyebrow at the Why of it all. If it’s for the sake of normalizing the melee experience, I guesssss…? that’s okay? Sort of? But if there’s anything else to it - ramping difficulty, bringing the challenge of being melee in line with how devs view the challenge of playing ranged, etc. - eeeyeah I don’t know that’s kinda zany.

2 Likes

this is why range extensions should have never expanded from outlaw. its a horrible bandage that feels good to have despite it covering a horrible issue from dungeon design

I can appreciate why some people go with this take, and I’m inclined to agree with the latter at least; if this game had impeccable hitbox and collision design, sure, absolutely, acro is excessive, and melee need to get back to the hitbox. But it’s all far from perfect, so why are we out here acting like it’s unreasonable to enjoy some extra range to account for the ??? moments of poorly drawn ground mechanics and iffy frontal geometry? I’m not so sure people can be blamed for enjoying the feel of gameplay there.

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As long as range DPS has that extra range they were given with systemlands you can not convince me that reducing melee range is a good idea.

You would have to be brain dead.

:surfing_woman: :man_surfing:

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Rogue should have a 4th dark ranger spec just saying.

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that extension in range in shadowlands is also a bad thing cause if a range is in africa then the healer cant heal them and they die. idk why you want that

We didn’t ask that as Rogues.

That was what others wanted.

:surfing_woman: :man_surfing:

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So then you’re okay with having it taken out of rogue and other specs then

Leveling on the alpha and yeah, it’s absolutely miserable. It’s basically impossible to even hit 8 targets unless they’re all directly stacked on top of each other as expected.

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