So (as you can see from my post count) I very rarely post, however I do read and play a lot. I generally keep my opinions and criticism to myself however since I will likely unsub over this issue I figured I may as well put my thoughts up before I peace out (no you can't have my stuff).
Trion, as someone who has killed all your raid content up to Maelforge which we are currently working on, I feel that melee dps is often neglected and sometimes downright punished just for being in raid, it makes guild leaders not want to bring us and we lose interest in the game. It is not fun to die repeatedly for no other reason than you chose warrior class.
I don't mind the odd anti-melee mechanic to keep us on our toes, however there should be a trade-off and one or two fights where we are actually superior to other classes. Ideally our single target dps in a standstill fight would be higher than any other class, balanced by the fact that we are heavily punished for any kind of movement/disconnect. This is not the case, mages and rogues can easily out dps warriors from 30m away. Currently our only real advantage is that our ST and AOE dps is contained within the same spec, however there is no fight in the current Infernal Dawn raid that actually requires this other then perhaps Laethys. Allow me to illustrate with some examples.
Warboss Drak:
Anti-melee mechanic (giant red circle) that cannot possibly be escaped in time, requiring us to do sub-par ranged dps for much of the fight. We can't even aoe because the adds will just respawn and we may hit sheep.
Ituziel:
Fire waves and risk of cleave limit our ability to put out anywhere near competitive dps compared to rogues and mages who only need to take about 10 steps the entire fight.
Maklamos:
In it's current broken state this is probably the best fight for warriors.
Ember Conclave:
No benefit to warriors, aoe is pointless since the bosses health will reset with each death. Additional melee simply make crystal placement harder as your raid cannot stack in the same place. During the last phase we cannot do any dps at all since we are required to be at ranged, often further than 20m.
Rusilia:
Not a huge difference on this one, other than that we need to move out of melee for Thousand Cuts thereby lowering our already meagre dps.
Laethys:
The original Laethys fight had orbs that would simply kill you for being melee. The only way to deal with these was to run off and try to die alone. AOE'ing the adds would be good if it wasn't such a tiny part of the fight, you get two add spawns that all die in about 10-15 seconds, so warriors are useful for about 30 seconds of a 10 minute fight. The rest of the time the amount of movement/disconnet required again make it impossble to put out competitive dps.
Eggs:
I had to leave for P2 of the encounter but as a melee it is virtually impossible to dodge waves, you can't see them until they are almost on top of you since his hitbox requires you to be almost standing inside him. If you try to turn your camera around to see waves you can't see anything except Maelforge's enormous model. I suppose we could do the camera distance mod but is this really what was intended?
Maelforge:
Perhaps the greatest insult of all for melee in ID, a boss that we can't actually hit. There is one platform for the tank that he is constantly cleaving/breathing on, the other platform is for ranged dps only and we get to throw Flamespears and generally be useless.
TLDR: Being a melee warrior is ID is a total joke, you bring less utility than rogues and mages, you can't heal or support like every other class can and your dps isn't even any better for it. You will die more often and effectively become a burden for the rest of your raid to deal with. Ultimately your GM will stop inviting you if you don't get the hint and drop yourself voluntarily.
So long and thanks for all the fish.


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