Quote Originally Posted by Kalaam View Post
I kind of wish RDM was a bit more 50/50 between magic and swordplay, but it'd likely make it impossible to work in a lot of trial and raid mechanics where you need to either be melee or ranged to bait mechanics and stuff.
Quote Originally Posted by Gruntler View Post
Exactly! RDM is already too tied to melee as it is, and encounter design has to literally be wrapped around it. When you get a fight where it doesn't fit, it feels awful. Making RDM MORE melee would only make those fights awful. Further, RDM doesn't want to be in a position where it's competing for a melee slot, that isn't good for us. Being a caster and being balanced around being that caster slot is a good place for us to be.
So, just some quick food for thought:

Those constraints have far less to do with the portion of swordplay than the bankability of sword skills. The reason RDM has such constrained melee play is that it only has 2-4 GCDs of bankability on an effectively single 4.2-GCD attack (the first two sword skills are 3/5ths GCDs), with thereby massive punishment for starts that cannot complete.

Change that and you could have far smoother, less constrained melee play even if 2/3s of your GCDs were melee, as one could effectively have Bard-like mobility with only a modicum of forethought in balancing out swings vs. casts.

That's not to say I want that much melee, only that, again, the portion is mostly irrelevant. Personally, I just want RDM's sword to feel like a feature, rather than a liability -- a way to improve uptime rather than limit it.