I agree with OP
Caster mobility was very fun and dynamic, and blizz chose to de-vovle back ten years because they were too lazy to balance it
A better solution would be to improve other classes, not ruin the fun ones
The bad's in this thread are hurting my brain. How are hunters overpowered? The only fight hunters are leading on is Brackenspore, and that's because of the flamethrower buff not our base stats. Hunter utility comes exclusively from their mobility, its a role they can fill that others can't. Don't go and say Aspect of the Fox is a reason to bring them either because if you're sitting there complaining that Hunters are OP you probably don't possess the skill to use Fox efficiently anyways.
Those exact ones. Do you need a list of what melee can do to stay on casters?
Warrior - 2 charges / leap / intervene/slow
Ret - Freedom/dispel/speed boost/slow
WW monk - 2 rolls / Flying kick / Freedom- speed up/slow
DK - Freedom if talented / Grip / Dots/slow
Feral - Shift - leap / slow
Rogue - Burst of speed / Vanish / slow
All have stun/kick and trinket and possibly a healer dispelling them.
If you're really bad sure you get kited but melee have PLENTY of ways to stay on top of a caster.
Last edited by lazzy; 2014-12-26 at 11:11 PM.
I don't get why hunters are the only class with no drawbacks. No range requirement, full movement and no interrupt, it's so stupid that they have everything. Dead zone or something else needs to come back, it's no wonder it's the most played class.
Probably because melee was way underplayed and gave casters way too much of an advantage.
bullshit.
gw2 pulls off caster movement and it is balanced in pvp. Blizz just can't get their shit together when it comes to pvp vs pve balance. Make the same ratio of melee abilities require a cast time and stand still as casters and then I'll accept the trade off bullshit.
Just like they tried to claim (to derail dissent) that WoD would have far less movement in fights than in Mists ... which was complete and utter bullshit. Casting on the move isn't OP, it is just a natural advancement of the genre. Just like death penalties of losing items, xp/levels are gone, looting individual mobs is gone, and many other clunky mechanics fading away.
I don't care if you are a caster, I play caster, melee, healer, tank. I don't see it being balance, just an idea someone got a bug up their ass about and followed through with it, like the stat squish that also didn't work as planned, like the cata health jump to make pvp fights longer and forgot to keep the burst/damage stats in check at the same time ... and plenty of more half-assed ideas that work against the community.
Either make every class and spec stationary or mobile. Some of us have been casting for 10 years and you say they are similar to people who can't walk and chew gum at the same time?
That is fine; well, how about instead of locking down melee with cast times, how about we make their chance to hit down to 50% while moving, and they get a run speed penalty as well -20%, as long as a the gcd is active. They can keep all their instant 'casts' and mobility, but they might miss and move slower. Seems fair if casters have to be immobile turrets.
Personally I enjoyed being mobile while casting. Not so much because I was uber z0mfg the strongest class ever, but because it was actually fun. Or rather, I feel like being immobile is a very anti-fun playstyle, having to interrupt your own casts to move and literally do nothing while moving but steering your character into safety.
I do however understand why casters are immobile and it adds a extra skill layer and balancing I suppose, but I just don't find it fun and in the end I want to believe that I play games for fun.
HA HA HA HA HA HA.
First off, the reason for the gap closers were the mobility granted to range (that it might be worthwile to draw back now, fair)
But seriously?.
Ret has comparable (or has ever had) mobility to well any melee?.
are you on drugs?.
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yet virtually ever single mythic kill i have seen stacked range.
in balanced scenario there should be more mêlée than range in raids you know?.
because they like the playstyle?
to be honest this is another of those issues, where casters will always be preferred choice unless you introduce mechanics that punish you when you have alot of ranged. also the melee stigma is often exaggerated, there are no bosses like BoT council prenerf, where melees were absolute garbage to bring...
But instead of creating environment, where stacking ranged would be punishing on the mechanics or your healers and healthy balance would be needed for most bosses, they would rather just give melee extra damage and let casters not cast on the move, while giving hunters best of the two worlds... its an easier choice than actually being creative about making bossfights. also screw pvp, ranged lost their mobility, but melee kept their gapclosers and interrupts, doesnt really sound fair or balanced to me.
I think casting itself is a pretty boring and outdated mechanic. It does feel pretty crappy to have a cast bar in a 2014 game.
I personally am in favor of spells that get more powerful the longer you charge them. Something like the elders scroll type of spell use or dark messiah.
All in all, spell casting is pretty awful in a third person view. They only look good in first person.