It seems like S2 M+ is the season of “anti-melee ground circles.” (I’m looking at you second boss of Rookery, every paladin pack in Priory, and candle boss in Darkflame). Totally understand having a good dodge mechanic in there, but can we maybe increase the hit box size on some of these encounters?
The last boss of Rookery is a good example of this balance. Nice soak and dodge mechanics with a generous hit box. Second boss of Rookery on the other hand I get maybe 30 seconds total on the boss and just pray my warlock can handle the rest.
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That’s why I refuse to play melee now, no cap. This was the last xpac I try it, I’m done. Playing Shadow or Boomy from here on out.
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I mean, if we’re removing mechanics that might cause melee to loose uptime, then we should also remove mechanics that might cause ranged to have to move.
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First time playing melee?
That’s why warriors and other melee should inherently do 10% more damage than range in PvE.
90% of the mechanics cause the melee to move and lose dps while casters generally stand in a couple spots and have full uptime.
Why mage is good literally every single season of m+. They never have to move.
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I just play tank instead. Always in range if I’m the one getting hit! Some tanks are more involved with rotations than others, so it’s like a DPS-lite. Of course some tanks are playing with their palms instead of fingers though…
Range have to move out of things, too, and they typically can’t cast while moving. I usually just side step whatever pops up under my feet.
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I agree, but lets also allow spells to be cast while moving if the goal is to allow dps to have full uptime during mechanics.
just play fire mage and you can do that
The problem is not losing 2-3 seconds to move. The problem is losing 60-70% of the entire fight duration because a boss jumps from circle to circle casting.
It used to be that melee did do more damage baseline than ranged to compensate. That’s no longer the case. And yes, ranged have move mechanics too, but far fewer with a less impactful duration.
What fight do melee lose 60-70% fight duration on?
That sounds like a specific boss issue. Not a general issue. I cant think of one tbh.
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Sure, why not. Let’s also add cast times to melee abilities.
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We run lock/ret/rogue for damage… and the damage loss on candle boss and rookery 2nd boss is way to large of a gap because of unavoidable downtime having to to mechanics
I feel like casters have it pretty bad. Like there are times you can’t do any damage and have to run around dodging non stop swirlies
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oh no. me have to think. me cant stand still and pump number. get over it, casters have had to deal with damage circles just as much, and they dont get to continue their dps while moving
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I’m not asking for mechanics to be eliminated. I’m asking for slightly bigger hit boxes. I have to be sniffing the inside of a boss’s bumhole to get a hit off on most of these encounters. I’m going to get pink eye.
This is why M+ comps are overwhelming ranged heavy (or have pallys with extended range).
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Unless you’re Shadow Priest. Then basically all of your DPS is instant casts. Not being able to cast doesn’t hurt you that much and you can move while doing Void Torrent. It’s OP.
Pretty sure Frost Mage doesn’t care about movement either, neither does BM. They both pump. Same with Affliction.
If Sin Rogue has to move, they’re about to be down by the tanks.
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I’m not denying this at all. The second boss in Motherlode is a nightmare for any targeted ranged. Any fight that unfairly prefers melee over ranged or ranged over melee is problematic.
Again- all for interesting mechanics. I just don’t like fights that don’t allow you to play because you’re either ranged or melee.
Ranged is so relaxing after playing melee.
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Eh, I only find paladins (when there are 3-4 of them) and Chewie (you get barely any time to move out) circles to be problematic.
Most of the time you can just run a circle around the mob and be fine.