while I wanted a 50-50 or 60-40 melee-casting ratio back in the day, I know adding more melee options just wont happen. (And why that is), but there is a happy middle ground for everyone involved, that im a 100% certain SE would never do. (I doubt the system could even do it anyways) Keep the rotation identical to how it is now, and how RDM functions. Then, additionally, w/o changing any of what I just said, make it so the game recognizes if you're in melee range, or distant, and changes the animation of 'single target' 'dual-casted' 'DPS spells' into 'melee enhanced animations' as long as you're in melee range, auto attacking the boss/enemy. So if you dualcasted Veraero, or Verthunder, you get an aero blade/thunder blade. (This would ideally apply to even messed up jolt/stone/fire, but thats extra animations im sure SE doesnt want to do. This also applies to Swift-Casted spells.) If you run out of melee range, or stop auto attacking the boss, it shows the current casted spell animation.


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