Quote Originally Posted by Lastelli View Post
Tbh I think option 2 would be way easier and interesting to implement. You'd just need a couple of mechanics per fight with forced downtime for the melee and a lot of movement. Option 3 would require to rework ranged dps rotations, because currently there's literally nothing in their rotation to differentiate between skilled and mediocre players (this is particularly true for MCH).
I mean, compared to melee having one opener, a fixed rotation, etc. you should know ranged are harder to optimize? You probably play them by habit and dont realize it anymore. if you just look at mch, there's 5 different opener depending of your team comp, knowing the length of your turret to be sure of optimize its duration under buffs (ninja/vs no ninja, not using the easy "just do it at 80"), always have to check your drill/AA duration to know if you can land an HC, big braining to keep 50 to WF if you arent using the easy BStab strat just to gain one more HC use on a fight. it's a whole lot more optimisation that in the end, doesnt reward a lot for the amount of things you actually have to think about, compared to other jobs.

in the end, that's a whole lot more than most jobs ever have to care about, you can ask most melee main and they'll be like "lol melee actually being hard", it's just a matter of being used to the job so no, ranged arent as easy as what people think it is to optimize them and you probably had to be more wary of things as a dancer on TEA that you would ever be as a melee.