There isn't a need to mass pull or AoE spam those early dungeons. They're already easy and quick to complete and the enemies die extremely fast as it is. We don't need to reduce it to being run on 1 braincell pushing 1 button.
There isn't a need to mass pull or AoE spam those early dungeons. They're already easy and quick to complete and the enemies die extremely fast as it is. We don't need to reduce it to being run on 1 braincell pushing 1 button.
It isn't about "need". It is about "should".
New players tend to see ARR part very mind-numbing, mostly cuz there are not many things to do with early levels' limited kits. Going melee is painful in dungeon setting cuz spaming an incomplete combo of 2 single-target buttons are not that much difference from spamming a single AoE buttons. And it is not like their melee's single-target attacks is any stronger than other roles with much early access to AoE like ranged classes. A pre-30 runs with two zero-AoE melee is a cursed run cuz it is not matter how many monsters tank pull.
Giving melee players an AoE skill, even a throw-away skill, for their first dungeon run is nothing game-breaking but help smooth the gameplay's out, the same vibe of moving Paladin's gap closer to earlier level. Do Paladin really need a gap-closer in earlier level? They don't need that. Should they have it in early level. They should, cuz why not?
So we keep melee on their high engaging 1-2-1-2-1-2 instead to promote intelligent gameplay? I don't get the logic.
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