Petition to either fix raid hitboxes or bring back some semblance of melee range

I’m not sure about everyone, but having done all of the raid on normal and heroic, plus quite alot of M+ so far. For the first time since S1 SL I feel like im just grinding my face on a wall with nails. There’s a million extra mechanics now in raid, but the hardest of them all is being able to actually hit the boss and cleave, or just hit the boss.

All the QOL we had in DF is just basically gone, while outlaw, despite the million issues with it right now, feels alright rotation wise, the constant battle of actually being able to hit stuff just feels awful as a class.

Anyone else feel like this needs to be reverted or at least fixed to a degree? There’s just too much inconsistency with hitboxes on bosses. It’s certainly an unfun change I don’t really understand why it was done or needed at all.

16 Likes

I’ve noticed that I need to get uncomfortably close to some bosses to hit them, and with the plethora of AOE stuff we gotta dodge these days it’s definitely spooky lol

7 Likes

Blizzard should probably figure out how to deal with the absolute clusterf. that is the visuals in this game first.

Deal with the fact that I literally cannot see my character 90% of the time, even with help from WAs, and after that, MAYBE we can talk about whether reducing the melee range was a good idea or not.

Overall, this expansion is feeling like such a poorly planned mess in so many ways.

10 Likes

I agree, they brought back these old dungeons too designed with extended range and whatnot, and it just feels 10x worse to do them. It always feels like there’s no oversight with some of the decisions, or devs just do not play any real end game. Right now, if the tank even moves slightly, I’m mashing my SS button endlessly just because they just moved 1 yd and I can’t hit it. While, you can kind of get used to it, between the cosmic orbs spawning and other stuff, its really really tough to keep track of the distances between mobs and whatnot. Not to mention the blade flurry range feels dog right now due to the nerf.

The worst boss probably right now is the end of Mists, the giant worm has the smallest hitbox ever, and you’re basically always right on the poison line to hit it.

10 Likes

The visual bloat in Ara-Kara is a great example. Ridiculously large poison visuals that were blocking the web visuals, and still kinda do even with the changes to them. Plus having to track 6-12 mobs running around with cannisters, keep an eye on an active puddle, and watch for the waves from other players being dispelled early. It’s a total mess.

MoTS feels almost worse than its Shadowlands version, specifically on Tred’ova. I get exhausted being incapable of hitting the boss with all of the poison puddles basically removing melee range from the equation for 1/4 of the fight, or you start taking damage from puddles you can’t see because they clipped through the floor partially or are positioned in such a way that they blend in with the floor that’s just so wonderfully similarly colored.

Or how about trying to dodge the 800 shadowflame pillars in the 3rd boss of GB, or the 400 tentacles spawned in under a minute on the last boss of the same.

Or maybe the bad ability timing bug in the Council boss of Stonevault that creates ridiculous movement requirements after the 2nd rotation of abilities.

Like, when Necrotic Wake is the dungeon I’m looking at doing to just get a breather from 800 mechanics per boss, you’ve seriously failed in the design department.

6 Likes

You should see the Silken Court fight from the raid, so far the only boss that actually made my eyes hurt with how much i need to watch out for.

3 Likes

Full normal cleared on week 1, and 6/8 Heroic in PuGs.

I’ve got 20 something attempts on it on Heroic Court, and 40 on Ansurek on Heroic just this week. Believe me, I understand. I have to take breaks from doing runs because the mental strain of the amount of mechanics to watch out for is just ridiculous at the moment.

4 Likes

We killed heroic queen tonight, 35 attempts I was in for since i missed last week. Outlaw damage is just all over the place, or im just complete utter trash on this, and I do have alot of time playing this spec (did most of castle nathria mythic as outlaw which i hated every second of).

I don’t think its so much the spec lacks damage, but probably the aoe from other classes is much more bursty (primarily warriors delete everything), but then we run into the 3 layers of rng we have right now with our class + tier set.

Again, I don’t have that many complaints with the spec RNG, unfortunately, ever since the legion rework to pirate themed bs, it’s just been an rng class mostly. The only thing that made it less roll the dice bs was basically dread blades. S3-S4 of DF wasn’t too bad since the tier set gave you extra rolls which kind of smoothed out the ceiling a bit.

But, to reiterate, my issues really come down to the melee range and my inability to hit these bosses properly while also trying to cleave, or dodge the other 3-4 mechanics that come out at the same time. On Ansurek you legit have to be hugging the boss circle during the intermission, while being pulled in, while holding S key, while doing your rotation and god forbid you’re too far to hit ambush or SS while dodging the pools and pulling yourself out of the circle and dodging other people’s circle debuffs.

I’d say, if i had daggers I’d play sin to avoid the rng bs, but… both sin an sub also suffer greatly from the reduced melee range making it just a hassle to play this class entirely. I feel like we’re back to just doing the betch work on every boss since we’re just there to give atrophic at this point.

2 Likes

I literally have to stand inside of trash packs…hilarious blizzard.

7 Likes

I’ll take screenshots or record our Queen kill next week to show how bad it is as this class. I played my ret for our splits and man, i feel like i was doing as much damage 30 ilvls lower just because I can actually hit things from a distance (i know the auto attack on ret is still the equivalent of our melee). The difference between ret and rogue is basically, their generators do a lot of damage and the spenders don’t require you to be literally grinding your corpse on the mob’s skin.

2 Likes

Yeah I just run up and stand inside of everything, there is no way to tell if you’re gonna actually connect.
I dunno what’s worse in the raid, getting a mechanic on every opener and only being able to DPS like 1 boss or constantly guessing about the range and hoping my abilities will connect.

Then there’s the bosses phasing right when I wanna press Kingsbane. I dunno what BigWigs does but it definitely isn’t tracking the intermissions for me.

3 Likes

They took what worked and made it objectively garbage. Give us our melee leeway back.

8 Likes

Its crazy how they mess up QoL stuff every expac, i don’t get why blizz is always so intent on changing up things so dramatically on things that are good and working well. Almost every xpac feels like a wildcard for some classes.

3 Likes

I think it’s funny that they’re inconsistent despite their excuses with it.

“Oh, we wanted to bring melee to a more consistent experience across melee”
“Except Ret. Ret can do 80% of their kit from range because we like them”

But yeah, let’s completely remove range extensions from specs that rely on their existence to do consistent damage, and then also increase the range of all AoE attacks to be exactly outside the range of what a melee can hit.

The changes have made me go from living in keys and enjoying my time to hating every minute of every dungeon. They are just so ridiculously un-fun without the parts that made us feel unique.

8 Likes

i did a few 5-6 keys on my pally today as ret, its actually fun on it since i don’t have to worry about whether i can hit a mob or not, its a bit disgusting the world of difference you get because of the increased range. I feel like at least in AOE my pally is WAY more consistent and does more than my outlaw rogue almost 20 ilvls lower… I just don’t get the logic behind these changes.

6 Likes

Someone in the design team probably got promoted and wanted to make a name for themselves. Or, they legitimately thought this concept was going to work just fine with zero adjustments, and without any testing, and without looking into how the extra range factors in.

People in the development team just do not play some of these specs that they are in charge of, and it seriously shows.

At least when I was modding new classes into Divinity, I’d playtest the dang things through Act I before sending it. But no, multi billion dollar company and they can’t even take the time to make sure that the “consistent experience” is actually consistent for all.

6 Likes

Yall are exaggerating the range issues in M+. 95% of the time theres always a way to hit the mob. I hated Ret pallied since their 10.1 rework when i found out some of their “melee” abilities had 15+ yd range. They were designed with everything a class could want to damage with in mind. Its dumb. But in the end i dont care. I just want rogue specs to feel good.

Did you ever consider the fact that maybe we could be talking about the raid and PVP and every other aspect of the game? Or are you just mind rotted by Maze+?

4 Likes

God forbid someone specify an exact portion of the game instead of wrongly speaking generally. You can shut it now. If i didnt speak about M+ spevifically you wouldve instead said “yes it is in PvP/Raid” no winning with your stupid comment.

On a second reading he literally is talking about M+ so???