This line of argument is just plain wrong. In fact, in a raid scenario (and often even in regular content), most of the mechanics are pushed onto Ranged (Black Mememage excluding, they get the free pass a lot of the time) and Healers. People basically go out of their way to make it easier for the melee DPS to stick on the boss without having to disengage. Just as an example: the only real "melee" mechanic in the current set of Savage Raids is the timegates, where people usually send a Ninja (+ possibly a second DPS), a Tank and a Healer. Pretty much all the other mechanics in the Raid Tier are handled by Ranged and Healers. Avoiding aoes and cleaves is a job for everyone, and it doesn't suddenly become "complex" on melee. Even in 2.x majority of the mechanics the party had any control over were passed on to the bard and healers to handle; however, bard was really faceroll back then with no cast times or strict timers to watch out for so this kind of separation was "kinda" understandable.
I think all the DPS classes take a vast amount of knowledge and skill to min-max, so I don't like to go into arguments of "my class is harder than yours", but the general consensus by the high-end raiding community is that both Bard and Machinist take the most work out of all the DPS classes to play at their absolute best. If you need statistical evidence, you can see that in FFlogs Bard for example has the biggest difference in average parses when compared to the very best parses. Whether or not that fits into your view of "ranged being easier by design" is irrelevant. It may hold water in other games, but in the current iteration of our DPS classes melee isn't exactly a harder class to perform with.
If we're talking about average-level play in average parties, I'm not even going to go there. Doing the absolute minimum and/or being mediocre is not exactly difficult on any class. As said though, going above and beyond takes knowledge and skill, and that's on any class.
I happen to know what I'm talking about.
"Tanks going Dance-Dance Revolution" is frustrating, true, but that's the tanks' problem to perform their basic duty in an acceptable manner. Same tanks probably pull the boss out of any ground aoes laid by ranged and healers. You're free to either initiate a vote-kick on said tanks or just queue with a friend if that makes it so frustrating. Luckily melees don't lose their combo (as far as I recall) or buffs/debuffs (aside Trick Attack) even if they miss the positional, mostly costing a mere penalty in potency. Which doesn't exactly hurt your rotation or gameplay plan anyways. You're not going to waste gcds waiting for the "Dance-Dance Revolution Tank" to give you the correct positional for anything else except Trick Attack.
I guess your line of thought was that the current iteration of DPS classes don't really appeal to you due to being stale and/or too similar with each other. While this may be worthy of discussion, it would benefit your cause much more to discuss in-depth what do you think is wrong with the current system, why is it wrong and how would you fix it. Derailing your own thread with baseless remarks and the fact that you don't have a single DPS class at lvl 60 doesn't exactly inspire confidence, however.
What kind of changes would you propose to the DPS classes to make them more appealing for you? What kind of concepts would you find thrilling for SAM/RDM?


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