Quote Originally Posted by Raikai View Post
That's the crux of the issue. The structure that RDM is inserted in won't allow you to 'be creative/skillful' about melee uptime, as it would require that ranged player to be in a ranged spot at a certain time to check past a specific mechanic. I didn't do last Savage / EXs to know if this wall appears so much that becomes prohibitive for a player to achieve a RDM's maximum potential.
M7S was the big one - if you were a RDM in a ranged position then phase 2 and to a lesser extent phase 3 were nightmares. But, this was also alleviated by either having RDM as a fake melee, or having both healers take the tethers. However this also would require people to be flexible... and communicate... and that just doesn't fit with the current philosophy of "there is only One Correct Way to resolve this" for encounter design.


Also, was discussing the changes in a server I'm in and had another thought about something I commented about earlier in the thread - if the "suddenly you can melee from 25y away" buff was tied to the 3 stacks of Swordplay you get, that would actually have some room for skill expression since you'd have to figure out when the best moment to make use of those 3 hits would be. But as it is, "eh you just get free ranged melee attacks for 30s" is honestly a lazy decision. If they wanted to add a ranged option to the melee attacks, there were plenty of ways they could have done so without making the job feel dumbed down.