What is the reasoning behind these:
Swamp: Best of all imho. 1st phase really is a teamwork and easy to do but really hard if ppl dont communicate. And the bosses are the most melee friendly (which does not mean it is easier than ranged, just close to ranged.) Still the axe throw is hard to avoid in melee as it is projectile so easier as the range goes up. He also has some high hitting melee stuff but hey? that much i can accept – till a degree -.
Gnarl Boss: AoE knockback with damage quiet often.
Gnarl elemental: Puts down 3 or 4 fire circles in melee range (this can be avoided easily but still you cant go back in till they are over or boss moves.) which 1 shots you if you dont avoid or go in them. – His agony spell which is a projectile so it gets easier to evade as the range increases due to travel time of projectile. Melee? You have split seconds to react.
Snow place last boss: Every melee hit puts a condition stack has a short range frontal breath also damages and put condition stacks. (Ranged are uneffected – probably the most boring fight after water.)
Underwater: Has an AoE stun/damage ability around itself – again ranged does not have to care.
Ascalon: The agony spell does not hit you if you outrange it (1200 range is fine as i dont have to stop hitting with rifle ever.)
Maw: Tentacles – althou the other mobs seem to counter ranged they dont. They are only ther efor 1 phase which you get out of combat and switch weapons so ranged can just wield any melee thing then switch.
Also snow place mid-boss: You go melee – get fire stacks go off – get frostbitten – have to go find a fire again – light it if unlighted.
Now almost all these fights are plain easy. Yes i know they may get hard later.. i am only level 17. However my complaint is not about the hardness level or what not i really dislike the design of anti-melee.
Why is there so many things to make people go ranged? I’ll almost always do more dps with rifle as warrior while surviving more (lets think i am naked right so no build in this.) than ANY melee combo. Simply because i dont get that much dmg i only need to avoid the real mechanics of the fight and not some dumb anti-melee design.
Now i can think of some reactions so i answer them already:
l2p get a better build: It is not about build as i said the fights are easy so far at least. It is the design that irritates me. A boss puts condition on every single normal attack is nothing smart, or a boss that says * i knock you back every 3 seconds* even with stability of 16 secs it is bad. (it also damages)
Melee do more dps there for it shouldnt be as easy as ranged: Personal experience tells me i do more dps with rifle on bosses as i have no idle time and also it is easier to do so. And in this game some of the highest dps comes from ranged class/builds.
What do you guys think? Do you like the anti-melee design so far? or would you prefer something that simply effects all group – not just there to make melee a pain in the kitten without rewarding it for doing so?
Again i dont care about the hard or easy stuff if the aoe knockback was for all group to avoid i’d okey. If it was not there i’d still be okey. I just see this kind of designs in almost all MMOs i played and fractals is the first place i noticed it heavily in GW2.
Edit: Forgot swamp
(edited by tyu.9470)