Do you mean why does every class need to be simple?
That is what you’re suggesting.
Do you mean why does every class need to be simple?
That is what you’re suggesting.
What makes you think that? You might be confusing me with someone else. Unless you are referring to my point about many people wanting to play more simple classes. In which case, you misunderstood my point. I am not suggesting that any class should be changed to make it more simple. I’m saying that the views of the many unspoken casual players who enjoy simple classes shouldn’t be discounted, and the statistics of what players enjoy should be considered when making changes.
either count us as ranged for mechanics that apply to ranged and force moving out, and give us that range
or count us as melee and don’t give us mechanics that send us out beyond our cast range and force downtime
my only issue with shorter range is still being considered ‘ranged’ by the game and hit with mechanics that ship us out past where we’re able to participate
but some of those mechanics you don’t have to leave range, it’s a group strat issue.
The only ranged mechanic I can really think of that’s as egregious as people make it out to be are the bombs in p1 Sarkareth, because unless the tanks place the boss in a very specific spot on the platform you can’t place bombs in the appropriate spot while also being able to hit the boss; however, as mentioned above, this is solved by the tank just standing where they’re supposed to. If you and your group are all in the correct positions there’s zero issue with the shorter range.
Yeah this is just 100% strat issues.
You can make a flight horrible for literally anyone if your raid lead can’t follow a basic strat.
Sark presents zero actual issues. Your ranged just have to move clockwise around the circle to drop bombs and you’re good.
If it’s true that Spatial Paradox will be a talent choice for everyone, then it’s just as Preheat predicted.
They needed to do it, it made playing dev not really an option in a lot of prog environments.
Makes no sense when you start looking at melee classes, and seeing they have more range than you as well. Like what?
Yes, being out damaged by a pally throwing hammers after they got buffed was something else.
You can actually feel that 30 yrd range
I was on larodar and he charges and ran back position just about 35 yrds and i couldnt attack him because of the magma on the ground and i was taking a lot of damage from his pulses. Other casters beside me was continuously dpsing while i had to search for a way to get closer before i fell behind in dps.
All you have to do is start a disint cast as he charges and you get the full cast off with enough time to chain it as he comes back.
Eternity surge and flame breath and shattering star are off cooldown and i have to avoid ground mechanics or i die, magma is all around and im out of range while other casters are in a safe spot far from boss and can dps. Disintegrate is good damage with 2 piece. But that 20 yrds you feel it.
This is why the skill expression of the spec is essentially positioning. If you get into a situation like this, your DPS will suffer.
There is no encounter in this expansion where this happens routinely without you failing to position well knowing that mechanics are coming.
With larodar your empowers come up right before charges if you’re using them on cd, and you also aren’t going to have your DPS crushed if you lose one gcd on his charge. Their are also little inlets that you can stand in to keep dps’ing if your tanks are bringing the charge to intelligent spots.
Many melee can’t hit him at all during charges, should they get 40 yds?
What do you think melee dps do?
Honestly the only real thing i can think of causing issue with increasing evoker range is fire breath and deep breath. The area fire breath would have to cover to hit at max would have to be huge or changed from a cone to a line. And deep breath would be pretty pointless as using it would put you at melee range of your enemy unless you had the reset talent. In pvp youd probably rarely hit somone with deep breath at range as well. Just my thoughts.
Nothing. They’re melee and lava is hot. It’s expected they will not be able to continuously dps a target like that. A ranged class however should…well…have the range to damage a target from afar. It’s for moments like this that they are apparently adding the augmentation ability to temporarily increase range.
If they did increase evoker range it’s unlikely that it would be a blanket range increase for all spells. Only the spells that can be used during hover would truly benefit from a range increase, so disintegrate, pyre, living flame, azure strike, and perhaps verdant embrace and our wimpy aoe heal.
Hm. Given how big empower spells are with the evoker identity (at least from blizzards pov) it would be weird to have to move out of position just to get off fire breath. Then again with evokers meant to be mobile casters, it could be interesting.
Im picturing a rotation where there is emphasis on movement. Deep breath to close in->fire breath-hover back up and move->eternity surge with standard abilities in the mix somehow. Maybe have a talent that rewards you for moving a lot. Like while hovering or moving you get a dmg increase or something.
I’d be down for that. It’d make PvP more interesting and rewarding since a stationary evoker is a dead evoker.