Biggest imbalance between ranged and melee in raids ever!

What is the point of bringing melee to the environment that so clearly favours ranged ???

There is no single boss where melee are actually indispensible.

There is no single boss where melee got easier mechanics than ranged.

There is so much more “avoid the crap on ground” mechanics impacting melee than ranged.

There are so many intervals where melee cannot dps while ranged standing still and having almost 100% uptime on boses.

Besides clear discrepancy in dps between ranged and melee even raid design is favouring them to signifficant degree!!

Wtf you doing blizzard? Maybe officially put a statement that melee were designed to do roleplay and ranged are for raiding so the will be no suprises!!

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And yet 3 of the top 6 specs in the raid currently are melee.

Stop with the hyperbole please.

Most of your statements seem like flat out salty lies to me. I’m unaware of any boss where melee can’t dps and ranged get 100% uptime for instance.

3 Likes

Dont forget that m+ is the same. almost every week is melee unfriendly.

Impacting as in “move to the side while continuing dps” instead of “run as a headless chicken with 0 dps while running”?

Let’s say Lady, from a healer pov melee have 1 mechanic on it to which they are even delivered by a knockback while ranged+healers have to run distances.

I’d like examples since…
Shriek: everyone hides, all stop dps.
Huntsman: one step to the side with arrow is hard I guess
Destroyer: easier to stack in heal reduction circles, easier to carry rays out for melee
Lady: see above. This boss is a hps check anyway.
Sun King (from this boss on I’ve done only normal so might be wrong): another hps check, only mechanic is “don’t stand before boss”, easier to stack for melee
Zymox: a lot of running for everyone. Seeds are carried out by ranged = huge dps loss
Council: many interrupts required, the more melee the better
Sludge: do melee even get chains…? (edit: yes they do, I remember now) Like, a mechanic that can literally oneshot you. Anyway, it’s easier to stay close in melee and everyone with chains has to run distances from time to time, there’s no favouritism on this boss.
Generals: closing quakes is on ranged
Sire: melee have an easier time bursting adds in phase 1.

…as are ranged? Logically thinking, the only indispensible role is two tanks since you need them always. Healers number and dps comp is variable.
:thinking:

And every week is healer unfriendly :frowning:

2 Likes

Ranged can still shoot it while shriek teleports in the middle and after that too for a few seconds while the melee already had to hide to not get hit.

Run out with that thing with the third bear, run out to kill the shade if there is no dks to grip it.

When you get that aoe debuff half of the melees have to run away to spread out also when he does that big explosion thing the melee have to run away again.

Melee have harder time dealing with the orbs, in bad groups dhs, monks still have to pick vials, open containers. If the add is placed badly melee have to run out again.

Seeds are mostly carried out by mobile classes like mages, monks, dhs, druid. And in the laser phase the melee mostly have to run out.

If you do the usual Nik-Frieda-Stav then you have to kick frieda and if the tanks aren’t that good the melee have to run to her to kick, and for the a lot harder to reach (or even impossible with dk) the back of the map if the dance light is placed there.

Melees are chained too. And more likely to die because again, run out mechanism and then run after the boss when he charge.

The adds deal AOE dmg, in p2 there are mobs that can’t be reached by melees.

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Not to mention the absolute clusterfudge of harmless spell effects on, around and underneath the kill target that you can’t disable in settings. Give me an option to turn off friendly and non-harmful spell effects and I’m happy. Please.

As a ranged player, I agree with OP. Melee has it horrible in SL content, it really requires a lot of patience and skill to play atm.

Lot of sludgefist.

They are already running around the columns though.

:thinking: that’s useless, he’s shrouded.

Everyone hit by it does, you don’t place it in the middle as ranged too.

Oh, we have some so not my experience.

Everyone runs.

Again, everyone does, at least our group stacks camps close.

That’s totally not my experience again, melee gets knocked back near the orb and can /dance while I run to the wall in wolf where the third one is.

Those “if…badly” are not melee unfavouritism, those are raidgroup malperformance on mechanics.

Ranged too have low mobility classes. Also utilise warlocks and priests maybe?

Ranged have those stun+inc. damage boulders on their heads which also leave a nasty spot on the ground, not breaking chains is a general mechanic.

I’m actually not arguing melee have it easy and ranged suffer, it’s just that everyone got a shovel of mechanics into their face this expansion, both in raids and m+.

On Sire ranged has to either stay in melee range or lose dps running to the tank for the cleansing pain anyway in 1st phase.

Yeah, it’s not like DPS looks at my healing rain and stands in it… If anything they move out of it on purpose. Better turn it off so they don’t run out of it.

Blizzard buffed ranged for M+, which was a needed change.

But they didn’t buffed melee for raids. I’m not saying we should bring 10 melee to raid, I’m saying bringing 10 melee should not be such harsh experience.

The only boss in in Castle Nathria that’s really melee unfriendly is Sludge. Rest are quite literally no brainers for melee.

Shriek - as FDK I don’t even loose any GCD’s because from hiding Chains > winter and I’m back to melee range. The orbs can be side-steped in HC.

Huntsman - the only uptime I loose is when I have to move to shades or with that dirt circle. Not that big of a deal to be honest because sometimes I don’t even get targeted.

Lady - as a melee you literally have only 1 mechanic there and only if you get that circle. Very rarely you need to move to catch a random bottle. If ranged players don’t bring add close… well if PUG they should be kicked if friendly run should be told to bring it close. Containers should be handled by ranged players anyway.

Hungering maybe slightly ranged favored as they can still do DPS when spreading with some instant casts, but not that big if a dealbreaker.

Artificer you can side step and be on the boss. If you are a DK you can literally ignore 3rd phase mechanic with death’s advance and have 100% uptime on the boss.

For Sun King is actually better being a melee. As melee are always grouped and don’t get randomly 1 shot because people forget to soak.

Council is not a problem either because you both have to move constantly and kicks is not an issue if tanks knows how to properly tank that fight.

SLuge is the only boss that really hurts melee. That move away circle shouldn’t be as big… as you are already loosing lots of potential DPS during his charge. And that charge mechanic has stupid hit-box too because even if you are not inside red circle around the boss and standing 100% behind not even from the side you can still get randomly hit by it. So you literally have to stand as far away as melee spells allows you.

Stone legions again few simply mechanics that don’t cost you too much.

Sire - same nothing really against melee. Maybe those few adds but I’ve killed sire with only 2 ranged and rest being melee. Warriors/DH’s/Venthyrs can leap to ranged and sire pulls them back anyway.

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