On my “non melee” classes, whenever I used a speed boost snare break, the melee players would immediately snare me again. This would make my ability 100% useless. I would not benefit from the speed boost.
This melee range nerf will make those speed boost snare breaks a bit more reliable. Granted, there are still caster spammable snares, but those are less oppressive because they are using a global cooldown to spam those snares. Whereas melee have snares baked into their damage abilities.
We are removing increased melee range talents across the game, such as Astral Influence and Acrobatic Strikes. Default melee range has increased since these talents were originally created, so they now allow specs to attack from well outside where it appears they should be able to. They make the melee experience inconsistent across classes in a way we’re not happy with, so we’re removing them.
Having an 8 yard melee range allows you to DPS from outside melee range AoE’s from mobs with zero downtime. Newbs won’t realize this even was a talent and weren’t benefitting from it anyhow. Better players will miss it, a little bit, like .5% more dps miss it.
Freedom can be dispelled, you have to talent into it being a speed increase. Horse is actually one of the worst movement abilities in the game because it’s not an instant/near-instant movement such as blinks, lock gates, and leaps
Mage, Warlock, DH, any Blood Elf, Shaman, Priest and Hunter can all purge dawg. Evokers can purge with a talent.
7/13 classes can purge.
You have to spec for 2 charges where you might want to have devotion as raid/party utility instead. Leaps, Blinks and Gates are infinitely better than short burst mount speed.
Paladin’s movement being so horrible is why they have range on FV and Blade of Justice in the first place.
Paladins have bad movement, pretending otherwise is just silly. Especially coming from a mage where you have the absolute best utility and movement in the game!
What’s the point of being a caster when you can play a melee who has nearly the range of an Evoker, but no downsides of cast times or movement penalties?
While I don’t mind this particular change, I do STRONGLY believe that PvP interactions should NEVER result in changes that also affect PvE, infact the possibility that this could be PvP related has actually made me rather angry about the change when before I really didn’t care
After switching from Combat since the end of WoD to Fury/Arms in Amirdrassil and now, all I gotta say is…embrace that enemy booty. It’s your friend. Just stick to it and go ham.