so, why is downtime for ranged unacceptable? (evoker.)
My biggest issue with the range is how it affects encounter design. Either devs can design encounters where the range isn’t an issue, or accept that evokers can be benched for certain bosses. For example, bosses sometimes have abilities that target ranged classes and players may build a strategy around stacking ranged players together, at 40 yards. Players now have to choose between the optimal strategy, or telling the evokers to stop dpsing, or switch to an alt.
Or maybe just don’t balance evokers around 100% uptime. (And evokers do more damage if they can maintain 100% uptime.)
Classes aren’t equal single target anyway.
As for meta, evoker has been part of all 3 world firsts this expansion. Compared to… hunter.
Someone please answer this: why is dps loss acceptable for melee, but not for evoker due to range?
Why is dps loss acceptable due to movement, but not range?
Specs have different movement profiles.
100% this. It’s not, “oh well, it works”.
It’s “oh, it works well”.
If you think we need more range and you’re barely using hover/think it’s only an “oh crap” button, if you’re only casting VE on yourself instead of using it to move, if you’re not using rescue intelligently, then you just don’t understand the kit.
We don’t need any range. What we need is for blizzard to keep designing fights with our range in mind, which they have.
You’re basically explaining Sludgefist, and no fights like this have existed in this expansion. I’d genuinely love to hear what fights you think this applies to in this expansion.
Also, this.
99% of the people that are beating the range drum on these forums are performing poorly on the class and aren’t even scratching the surface of mobility uptime. I don’t understand having the capability of having 40%+ uptime, in many cases being well below 1/4 that potential uptime, and not seeing how foolish you look demanding more range.
I’m sure this will invite the rage monsters to begin the ad hominem attacks as it always has–i have plenty of room to get better at the class too… I just understand that it’s going to come from reps and practice and getting better at the toolkit, not expecting blizz to give me an extra 15 yards crutch that we don’t need (and isn’t going to improve our performance if we got it, since it would necessitate losing some mobility).
since it would necessitate losing some mobility
But they’re not using mobility anyway, so it’s a buff.
Hahaha, very fair. I think they should just give those on the struggle bus a choice node between 40 yards and having hover and watch them fall even further behind.
I can lose rescue and VE for movement purposes and be fine, but hover? uhhhhh. idk.
I ran into range issues on the first phase of sarkareth. I couldn’t just stack with melee because the boss still treated me as range for dropping things on me.
Why in the world would you be stacked with melee? That’s a strategy issue, not a boss design issue. Just stack with range and rotate on bombs.
That’s also not a 25 yard range issue. A mage, hunter, or any other ranged trying to do this would be dropping bombs in melee too, lol.
With bosses with a ranged/melee split mechanic, stacking evoker with melee would be the solution to range issues. In this case, the ranged group typically stacks further than 25 from the boss. Sure it’s a strategy issue, when has any other strategy had to be modified for one class.
priests on Raszageth.
raises hand
Your ranged group might, but literally doesn’t need to/shouldn’t. There were evokers in the world first kill of the boss, clearly heroic/normal mechanics wouldn’t necessitate being beyond our range. Your ranged stack only needs to be about 15 yards from sark and move in a circle around him.
Because ranged downtime is movement. We lose dps by being unable to dps while moving, not by being out of range. Except Evoker of course, it loses dps to both
“We don’t need more range, we just need Blizzard to design the game around our specific handicap for the rest of time ”
Bad design imo
Because ranged downtime is movement. We lose dps by being unable to dps while moving, not by being out of range. Except Evoker of course, it loses dps to both
Except, % dps loss due to movement is lessened, while gaining dps loss due to range. Why is it unacceptable if it’s numerically the same?
Still losing 3% or whatever anyway.
Change is not bad design, you’re just not adaptable enough to handle it, clearly.
You’re entitled to not like it, but that doesn’t mean that it’s not working well.
I did not say or claim that it doesn’t work, I said it sucks and doesn’t feel good when you’re outranged, especially in PvP, but most don’t care about that.
It also only works in instances where +25 yard range is not forced. Any boss/fight/pvp that forces more range than that, and this entire design falls flat. You can be as mobile as you want to make up for the short range, but if you cannot reach the target it doesn’t matter.
I also find the mindset odd. Yes it works, but why is having it work better a bad thing? I really don’t understand this. I guess you get a sense of superiority from making the design work for you?
But that aside, I don’t think the design is as good as it could be.
Losing mobility to gain range would make it worse, not better.
And if you don’t think we’d lose mobility to get the range you want, you’re crazy.
Again, I think the fair compromise, if they even offer one (which I doubt) would be to let players choose between 40 yds and having hover as a choice node.
I really don’t think they’d lose mobility.
Evoker has rather weak defenses, and their mobility acts as a defense. I think removing it would hurt the class overall.
I could see them restricting some of it, like rescue or VE. Perhaps keeping the range of those abilities to 25 yards
mobility would be gutted if they increased range to 40
no they don’t
mainly in pvp