I agree they need to chill with the ground effects big time. Cant see anything in spear of bastion quaking circles and the dreadlord aoe
This is an extremely melee unfriendly season of M+.
They need to change the Dreadlord mini boss to rotate between his melee aoe cast and a ranged attack. Currently he’s a target dummy to rdps.
Lower Kara is a nightmare for melee dps, most of that dungeon’s mechanics are melee based. The opera boss you spend just as much time out of melee as in. You can’t bring more than one melee dps to that fight. The pennies from heaven mechanic is ridiculous, at least when it doesn’t show up over spear. Actually since Blizz it keeping it, make EVERY ground ability show up OVER spear of bastion. Also the rugs in Kara cover up things. Also poetry slam needs a longer CD. You want that to be a thing fine, but if I have to basically AFK for a pull it’s a huge design flaw.
Grimrail is pretty rough, I think a lot of their abilities could just use smaller radiuses.
Unrelated to melee specifically, but also nerf the breath damage on the last boss of Grimrail by like 66%. It’s unavoidable, and ridiculous you’re constantly on the verge of death on something you can’t do anything about. If I stand in the lightning let me die, but don’t make unavoidable full group damage so insane.
The grass is always greener…
lmao.
Feels like a very untested dungeon pool
Happens every time, all we can do is provide feedback and hope they get better at it in the future at some point.
It’s bad for both.
They’ve gone over the top with the positional “Dance dance”
mechanics as opposed to output maximizing.
It’s not bad if this was a 3 button game of big attack, little attack, block, but for most specs it’s a 24-36 button game with multiple resources and a half dozen cool downs. And, you need to be watching for various interrupts.
It’s not easy to learn, lifetime to master… it’s lifetime to learn annoying slog to master.
Umm what… Upper Kara de-facto requires 2.5 melee interrupts. Mechagon is much the same with a lot of required interrupts on the trash. Not saying all the keys are great but at least 4 of the dungeons favor melee comp heavily.
Melee has always been crapped on buddy, I suggest wearing a large hat
This is not a melee vs ranged thread, it’s about the visual mess that melee DPS have to deal with.
I mean I’m very sympathetic there… as a tank this expac my view is currently a glowy mass of dreadlord in a cage. Particularly in grimrail.
survival and ww are literally the two best dps atm
As a hunter, I always put down tar trap, flare, and make sure both of pets are the biggest pets available to me. And drop the NE covenant ability on top of that.
What does doing a lot of damage has anything to do with having to deal with a visual mess and randomly dying to stuff you couldn’t see.
I’d say it depends.
Warrior, monk, surv and rogue can pretty easily work around it, something like enhancement will have a harder time.
Blizz really needs to work on these ground and other effects and the general visual overload.
I get that Blizz wants the effects to aesthetically fit into the environment but at least give us the option of replacing them with FF XIV style tells that are instantly visible is we want and don’t care about immersion.
This week is particularly bad with quaking added to the mix. I love playing my Windwalker when I’m the only melee but add just one more to a key and it becomes a PITA.
the monk mobility can be your best friend but it can also be your worst enemy
got just as many cutting edges as you my man
Then why say something so stupid
because it’s true. melee have far less mechanics to deal with (many boss mechanics simply do not affect melee who are allowed to run around in a big clump) and moving a is a non-issue for them whereas say a warlock has to really sweat their movement or become literally useless for like 20 seconds.
i mean look at quaking. absolute nightmare for casters, not even the slightest issue for melee.
You’re trolling.