ZOS, I deeply reviewed all the upcomming sets and set changes and I´d like to raise one question.
Is it intended that nearly all the armor sets and spell-, buff- and game-mechanics force the players to stack and stand close to the mob while fighting a boss mob (in most of the boss fight cases)?
Somehow I would love to see some armor sets and spells that allow the player to play as a real range DD. You should be rewarded to keep the maximum distance between you and the boss mob (or in PVP .. keep max distance to your pvp enemy)
Maybe you could add some kind of light armor that has a five piece bonus like "you gain 700 spelldamage when you hit your enemy from 25m or greater distance .. getting closer to the enemy reduces that gain continously down to 300 spelldamage (at 0m distance to the enemy)"
Why should you be rewarded for taking the least risky path? Particularly in PVP?
victoriana-blue wrote: »It makes the healer's job difficult. Heals are directional & aimed and have a limited range, so the healer can't be very far from the the tank. Having to spin around every few seconds to buff or heal someone behind them costs time & resources the healer could be using on the whole group instead.Somehow I would love to see some armor sets and spells that allow the player to play as a real range DD. You should be rewarded to keep the maximum distance between you and the boss mob (or in PVP .. keep max distance to your pvp enemy)
Maybe you could add some kind of light armor that has a five piece bonus like "you gain 700 spelldamage when you hit your enemy from 25m or greater distance .. getting closer to the enemy reduces that gain continously down to 300 spelldamage (at 0m distance to the enemy)"