Quote Originally Posted by mallleable View Post
But that's just kinda how game design works. Impose a bunch of rules on the player, and then put them in a space that tries to contradict the player, but you actually want the player to succeed so you give them the tools to overcome these contradictions. I think it highlights more a problem with phys ranged than it does casters as there isn't anything in the game that tries to contradict how a physical ranged player plays their job unlike every other role. Physical ranged gameplay does not change if you are close to an enemy or far away, running around or standing still, and that's not good game design. There is no challenge.

It's also a healer problem as when there isn't any healing for any reason there isn't really a game for healers to play to fall back on.
The problem is there is nothing that contradicts melee or tanks

The mechanics are being designed around the assumption that the melee roles should be able to solve the mechanic and not the actual downside of their role and that leads to the mechanics heavily biasing large movement which in turn messes up the casters

When was the last time the melee and the off tank actually really struggled with uptime and had to come up with ludicrous dangerous strats to get uptime……..junction shiva?