dear blizzard, you design the fights, you put all the bad on the ground, and design all the mechanics to require high movement. melee dominance in M+ is either your failure to design the dungeons in a way that doesnt punish ranged, or your failure to design ranged to be able to deal with encounters.
honestly as a melee healer, storming looks like a “one and done” week for me.
spiteful is looking like a “not buying the expac” deal for me.
there are a ton of good ideas on how to make them impactful, interactive, and not overly punishing so, fix it.
We just an entire xpac (or two?) that was heavy melee based. I think the idea is to mix that up a bit.
I know that right now when I form teams I have to go easy on ranged if I want to survive the endless required interrupts that M+ is. And, yes, just making ranged have a 6 sec CD instead of 24 - i mean 24!
This isn’t going to change that though, it just adds a couple more affixes that will be miserable for melee. They will still bring more interrupts, utility, and usually front load damage.
Right now it looks to me like the only scenario where ranged will have more of an edge versus now are groups setting up to do big pulls as ranged overall appears to be less aoe capped.
Melee have had it pretty good for awhile. Pretty much all of the other dps affixes predominantly affect ranged, so why is it unfair to expect some will predominantly affect melee?
Also, fun fact. Whilst Holy Paladins do have a mastery that benefits from proximity you do have a 40 yrd range.
Just a thought, the throughput from standing on melee might just not be worth the inconvenience of the more melee oriented affixes, so you know, just take a few steps back?
Quaking depends on the dungeon. If melee has plenty of room to spread around mobs and stay in range, sure. But in cramped quarters I’d say quaking is much worse for melee than ranged who just lose one cast maybe.
necrotic, teaming, bolstering, grievous, bursting, sanguine.none of those favor melee over ranged.
for every cast a ranges has to stop on quaking, melee have to stop dps, tanks, and often the healer are forced to spread so they dont die.
fun fact, crusader strike refreshing our primary heal and being crucial to our damage say otherwise. even hammer of justice is 10 yards
and again, instead of fixing the root problem, which is blizzards design of either classes or dungeon mechanics, they just decided to bandaid on a bunch of affixes that just make it terrible to play melee. oh and lets not forget TANKS. as it is right now, they have created another “1 and done” week for tanks. instead, maybe they could try things like…
but yes, range had it bad in m+ this expac, making it totally awful for melee instead of just fixing the problem seems reasonable, fair, and balanced.
All of which are neutral regardless of range? Not sure your point there.
Just going to point it out, affixes are meant to hinder your character. That’s the whole point of the M+ “affixes to increase difficulty thing”.
If you are able to continue just doing what you’re doing without any consequence then the affix wouldn’t be doing its job would it.
Doesn’t mean it isn’t worse. Specs like Warlocks are basically forced to hope they have conflag off cooldown or use chaos bolt because it takes 2+ casts of Incinerate to kill one. Which including travel and cast time typically means the explosive is going off unless you have like 50%+ haste.
Much more difficult than tab targetting and hitting with an auto and maybe an instant ability to finish it.