The QoL difference between playing Rogue, Ret or Feral vs. other melee classes is insane.
The variance to enemy hit boxes mean that normal melee are generally full on humping mobs to ensure no accidental range issues in dungeons. Combine this with how ground visuals do not have clear edges, and it makes dps up-time more difficult. Switching/tabbing targets is hit or miss without repositioning constantly.
Personally, melee range is a big part of me choosing something like DK vs Paladin. I would love to play DK more, but after playing Paladin, it is just painful.
My Monk game play especially suffers from this due to Tiger Palm having additional range, so it’s not immediately obvious when auto attacks are not hitting.
Please Blizzard, either give all melee classes a talent to increase range or just increase it to 8 across the board.
Blizz stated in a recent alpha update that they intend to remove the extended range for most melee classes.
Developer’s note: Acrobatic Strikes no longer increases the range of melee attacks. We are revisiting increased melee range talents across the game, and most are being removed. Default melee range has increased since these talents were originally created, allowing specs with increased range to attack from well outside where it appears they should be able to.
As a melee player I have fully accepted that this game is not designed for me. Mechanics will always be high movement, take you away from the boss, keep you just out of range, and your DPS will always suffer.
To be fair, most ranged classes have become turrets and having to move often heavily affects their dps, whereas melee can move and be unaffected. Both ranged and melee dps have their pros and cons.
Ret didn’t need to be dumbed down even more with the increased range on basically every ability. Although I suspect ret is going to keep a fair bit of its range because class fantasy or something.
It was dumb that some melees, like rogues, had the extended range while others didn’t. It’s a nice qol, but it needs to be standard across all melees.
I agree that it should not be a ridiculous increase. Right now, the main reason it’s needed is due to failed design in mechanics (e.g., unclear ground effects) and inconsistent melee hit box for mobs. Fixing those is a much bigger ask than slightly increasing melee range across the board.
Casters don’t have 100% uptime either since they need to stop casting and constantly move out of mechanics, so it’s only fair. The only spec that can brag about it is BM Hunter.
If the tank moves the boss 8ft to the left it does nothing to you. I have to chase them around trying to stay in range.
And casters have tons of abilities to let them cast on the move, melee don’t have abilities to increase range of melee attacks. I think warlocks are mainly the ones who get interrupted the hardest.