I imagine it's a bit too early to ask whether it's melee unfriendly or not. This is the first cycle of boss testing and a lot of mechanics are still in the tuning/broken process. Probably a better idea to ask when 25-man testing starts.
the ultimate answer's to all rogue issues in MoP:
-Reroll another class, who wants rouge's anyway.
-Diablo 3 Sold 12 Million Copys
-Haste will fix it
-Rogue's are fine
Lei Shen is actually easier to do with more melee since you have less abilities to worry about and an easier P3 overall as melee. In addition, if you just bring say 2 ranged and 2 healers, you'll have a very easy time only spawning 3-4 ball lightning and an easier time spreading for diffusion.
Ra-den is def. easier with ranged, but it's still doable with a 50/50 split between melee and ranged dps. Although Council is a strong fight for many ranged due to multi-dot purposes, you really don't need that many ranged dps. If anything it would be to have less of a hazzle with Twisted Fates. By minimizing the amount of ranged on a fight like council you can easily avoid Frostbite by having rogues use Smoke Bomb, Paladins pre-HoP, or ranged themself using an immunity pre-frostbite (i.e. Ice Block).
Out of all the fights tested so far, there only was 1 where I played my main (rogue). While I'm sure that I could sit on the boss only for a few of the other fights, there would be no logical reason to bring melee over ranged on any of these fights but 1.
So you quit because your own ego and personal situation in a team based game is going to be mildly impaired on a few fights? I call bullshit on you quitting, and this is nothing but another "Blizzard gone and fucked up" thread.
This tier wasn't that bad at all aside from Horridon. Lei Shen heroic at least on 10 man is incredibly melee friendly, unless you bring more than 5 melee DPS.
Ok I do get it, both bosses are melee friendly because they become punching bags after you specificaly take the one task away that stopped the boss from being a patchwerk fight.
Gara'jal was this expansions Patchwerk and Garalon was this expansions melee friendly fight.
Since there are only like 1-2 fights every tier where melees are actually better. And with casters doing dps on movement heavy fights there is no reason to really take more than 2 melees.
Plus the fact that melees are more likely to die, due to insane burst in melee range (horridon, twins, primoridus).
having 2 melees and 3-4 caster is the best way to go in SoO again, having 3/3 is fine but it makes some fights alot harder. Look at how much dps caster do nowadays while running especially OP warlocks.
having 2 melees step away from a boss for 5 seconds on a heroic encounter during progression on a tight enrage is like the best example why melees are not favored, stepping away for 5 seconds every 30seconds is 10 seconds per minute where they cant do dmg. And the lack of multidot/high ranged aoe. Same reason top10 guilds took alot of SPs during progression on heroic lei shen due to not beeing able to do dmg while running. Same goes for melees you dont take classes that can do dps on a boss for a period of time. You take melees for bosses where you need cleaves for adds like twins. But tanks do alot more cleave dps atm.oops this complete accuracy. God forbid Melee have to step away from the boss for five seconds. ~lost my #4 spot on recount blizz hates melee~
And the example arhippa mentioned maybe an extreme before changes, but heroic guilds will drop melees if they have to and they do it.
Yes melees are good on some fights, rogue on tortos, shamans on iron qon, etc. But taken all 13 heroic encounter 10 favour range, and even if melees are not as bad they are still only as good as ranged on the rest.
until they nerfed the cleavemechanics on that fight, and it didnt really matter anymore if you take melees or ranged.Garalon was this expansions melee friendly fight.
that favored multidot classes like moonkin/wl/sps.Gara'jal was this expansions Patchwerk
Last edited by Viromand; 2013-07-08 at 07:06 AM.
if you go 2 healers/2 tanks you expect 6 dps. Which 2 or 3 of them can be melee.
If you have to deal with spinning turtles, soaking clouds, kill ranged adds then ofc its better to bring extra ranged instead of a melee if your 3 range people cant manage them.
This kind of mechanics were always in game
But i have to agree that from the above table
you have 3 melee classes(DK , rogue, warrior)
you have 2 class that can dps only as melee but they can heal (monk , pala)
you have 4 ranged classes(Hunter, mage, warlock, priest)
and you have 2 hybrids (druid , shaman)
you have 1 melee as pure dps and 3 ranged as pure dps
I wonder what ilvl you need to enter Siege of Orgrimmar?