Unfortunately the trend towards favoring ranged playstyles is furthered with the new DLC. I wonder if ZOS is pursuing a long term strategy here to phase out melee weapons from the game. From an economic standpoint this is understandable as for melee weapons there are many and complicated models and textures to be created with each new style whereas staves are easier to do. But from a client perspective this is really a very very bad trend.
I have run veteran Lucent Citadel now several times. My playstyle is melee, Isimply don't like ranged play as much.
But specifically the Orphidic Shard boss is terrible for me as melee players. I constantly have to run and dodge roll. The Shard is casting shock wave so often that I spend more time dodge rolling out of it than casting a skill (that have melee range due to my melee setup).
During the two preceding boss fights I keep up with group damage and do my share of damage, also for the bosses following the shard (~10% of group damage). Despite sometimes to have to run in order to do the platforms or to avoid overlapping aoe or to kill adds.
This damage share entirely breaks down during Shard boss fight and at best I do 3% of group damage during this fight (most other dds in group run ranged). And it is NOT because of mirror mechanics. It is that insanely frequent casting of the shockwave when FINALLY dds could stack on boss and that spam of aoe that stack twice or three times from adds that require to constantly move out of melee range.
I am really getting angry on these fight designs that so overtly push towards ranged playstyles.
Edited by AnduinTryggva on July 2, 2024 6:45AM