Looks like a good thing raids are going to have to think about imo. I do feel for preservation, but destruction is okay as is
Don’t holy paladins have an issue with range too? Their mastery is even based on proximity to target, while they are encouraged to melee so that can heal. I’m all for class fantasy but the class also has to be fun to play, or there is no point. I won’t be playing Evoker anyway, but feels like a lot of these design decisions will be reversed, like how things were for covenants and conduits..
Limited range must surely mean the ability to move and cast at the same time is essential. Also healing while maintaining spatial awareness can be really hard, which is why most heals you don’t need to be facing your target..
Noo make every class exactly the same
So yesterday i was doing quest on my evoker, and it asked me to kill some bird, and you know what? they where too far away couldn't pull any even from the hill close to them. I ended up to have to BODY PULL ONE BY ONE with DRAGON RIDING plz that make no sense...So they gona have to rethink all raid? and all outdoor?
It will be fun to shoot them from 40+ yards as an mm hunter.
If they increase the range of their abilities, they should all receive a substantial nerf to compensate for having range, output, AND mobility.
Hover should just be a movement boost, Evoker, should always be able to cast while moving to compensate the range
Mistweaver is already playing on a 25 yard range FROM BOSS with any healing from Fistweaving so I don't see the issue here tbh. Yes, there will be fights like Halondrus, but for pretty much every single big healing phase people are going to want to stack if possible for other abilities like SLink or Barrier or whatever else anyway.
This unnecessary restriction makes only sense if both spec are super OP if played well. Otherwise there won't be any reason to play the spec. If it's set up as super high skill class it's ok. I mean with that you have to be able to out DPS and heal everyone by a wide margin if you know what you're doing. But since I don't see Blizzard allowing this, I predict Evoker will be dead in water from the start.
I have played the Evoker on the Beta in dungeons. Both the Prevoker and Devoker.In a dungeon setting, the short range is not a huge problem.For the Prevoker, The bigger problem is the long cast times. They will especially become an issue in M+ where you can choose a long cast time but short CD, or short cast time but long CD.I do not think they will suffer too hard in a dungeon setting, though they will need a skilled player behind them to function.For the Devoker, again, long cast times and long setup.You do not really get a chance to begin your damage untill 5-6 seconds after pull, in which case many packs will already be half dead if not entirely dead, making all your burst obsolete, and your damage profile laughably insignificant.The range for a Devoker, in a dungeon setting, is not really a problem at all, you have the movement to position yourself for optimal breaths and what-not.In a raid, it is a whole other story.In a raid setting, Evokers will need to be classed a melee, and should be treated as melee healers (Think Holy paladins or Fist weavers)It is there they will benefit the raid the most. Having range in that setting, even only 25 yards, becomes a boon rather than a malus.However, forcing a healer into that playstyle is not really suitable.Paladins and Fist Weavers prefer it, but they *can* go to a full 40 yard range if needs must or if just is better for the encounter.Prevoker lacks this option.Their targeted heal spells (And dispells) are screaming to be made 40 yard range, and even while doing so, they will still feel very unique in their playstyle and setup.Especially while keeping all empowered spells at a 25 yard range.Devoker in a raid, also will need to be treated like a melee with some ranged potential for quick target swaps.Keeping them designated as a melee spell caster will solve a whole lot of the ranged mechanic issues they will otherwise face, and pretty much make them a solid pick for any melee group with their group wide DR.The ranged they maintain can still be 25 yard without being a detriment in such a scenario, allowing them to very quickly switch target to a new add thats incoming, even if they'd need to move abit away from the boss to do. They would handle the task better than most other melees.If both classes are to remain classed as "ranged" in everything that it entails, then a 40 yard range on their most basic targeted heals and dmg spells is more or less required, otherwise this class is dead in raids before it ever even got the chance.It also worth noting that incurring a GCD on triggering your empowered spells feels horrible.Empower should only cancel with movement/jump/ESC.Casting another spell, while you empower, should end the empower and trigger it at the level it was at when you started casting another spell.I.E Fire Breath has charged to 3 (4) you cast living flame.Fire Breath is triggered at rank 3 (4) and you start casting living flame.As it is now, Living Flame would just cancel your entire empower channel.Unleashing the Empower after channeling for 3-4 seconds, incurs ½ a Global Cooldown, which makes the spells feel severely clonky.