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).
How would that be easier than simply increasing the Range's damage? Take what they have now and throw 500-800 more rDPS on them. Bam, you're pretty much done. There is nothing interesting about mechanics that force downtime for melee or tanks. Lemme tell you, Hello, World 2 without uptime strats was not fun. I got to sit on a marker and do absolutely nothing—to the point I was legit happy whenever we wiped on those pulls. Titan is similar but for tanks. Things like the second mini-boss in Copied Factory or even E1S where you can potentially mitigate the GCD loss if you time it just right are fun. But just being forced to disengage for x amount of time unless people catering a strat specifically around you, isn't.

I also don't like it because I essentially have to make things harder on my group if I want to parse well. At least in certain fights where the uptime strats are either riskier or involve taking more damage.