And here we go again... sorry, but I need to put in my 2 cents on that, bcz it feels bad if I don't do so... There are some huge misunderstandings in the room, I can't ignore.
Aoe should be lowered drastically.
I propose to give aoe up to 300 Then the distance will start crying that the instance is too difficult
Can't disagree more, sorry to say so. I think, the game offers us a great opportunity with hoto: to play (underused) class combinations that have better utility and work better on a cooperative way. I was already sick of the ego-pushing content where only your personal dps mattered as a dps. As an old ESO veteran I need more than just dealing damage as a dps, the game would be too simple without further difficulty. What you two complain about is true on your pov, but objectively viewed, there is a lack of arguments: Mages also stand in melee range in hoto (if not, they don't use their full potential in hoto).
So my rogue with 500k deff is strong enough? But m/k with shield of discipline is too weak?
You don't even need shields to survive the instance. We farmed the trash up to b1 duo without a healer in a few mins per run - you can easily negate ANY damage of mobs, if you play the right classes.
Why are you saying that mages have advantages as ranged dps? Me as a mage, I'm standing right next to our rogues in the trash, in order to interrupt/cc the trash packs with my discharge and hit them with all my aoe and I don't die at all, even as a m/s, m/ch etc. The problem is not the scale of damage or range, but the playstyle of the entire party AND everyone self.
Example:
We discovered that it's better having a priest heal than a druid, bcz priest has the better utility. Druid has a much better heal potential there, but who cares, if the instance is easier with the better setup? Same applies to support and dps classes. You can definitely play any class, but the question is: is it as useful as utility-classes?
If gorge or rofl were difficult instances (what they are not imo), we all would adapt to that and play classes to make life easier... oh wait, we already do! We use specific supporters that are useless in all the other instances, cuz they are useful in the custom ones. So that's the exact same way how to play hoto. You don't NEED to play a utility-class, but it would solve all your problems. But instead, you can just let the tank and heal play specific utility-classes and taddaaa, you will never die anymore (or need to use any non-mainrota skills yourself).
Seriously. Hoto brings out the classes that now lean towards a more defensive playstyle
I wouldn't say "defensive playstyle", it's more like an "utility playstyle". You don't hold back as a dps, but you use more skills overall. DPS doesn't suffer from that, bcz dead players deal no damage at all. As a mage I keep lightning, discharge, silence and all the other utility stuff literally on cooldown, because it's useful to do so. If you have a warrior, a knight and a mage, you can perma-interrupt everything by 100% uptime, just saying, not even mentioning the druid or warlock stuff. I mean, even the priest bubble is useful (again)
Every single AoE can be countered
Well those Medusa Servants use an instant AoE that hits low-def-units out of space indeed. So at this point, ranged classes are definitely more useful than melees. But however, normally they die fast enough not to be harmful, as we know
After all, you wrote yourself that you need to find the right team combination.
You are much better having a well set up team, but you don't need to. Guess that's what he wanted to say
The mage or the scout can go o all dps and choose the strongest combination, and the rogue/warrior/champ must go with something very armored and have dmg less!
Don't mix up class balancing with game design I guess. Also, as a chain user you can play champ, which literally is immortal in hoto, just as warden. As a leather user you can switch to scout, which is also almost immortal there. The mage for itself suffers the most in there actually, but also is one of the strongest classes there, but also the most useful for the party. Not having a mage in party makes a huuuge difference in our runs, bcz ppl actually have to take care of things xD
I wouldn't call it "paying attention" and "paying more attention." While hitting from a distance you only consider the fear of the tank, nothing more. You have to be careful when hitting up close and have your eyes everywhere, it's ridiculous.
I agree, even though tank fear can be prevented quite easily, but nevertheless, I always need to be careful while discharging, but... that's normal I guess? There is no difference to ROFL playing melee in hoto, or in any other instance.
AOE 300
But it is not about forcing people to change class to ranged?
At which point are you forced into ranged classes? It simply makes no difference if you play range or melee in hoto. Even if you increase the range of AoE to 300, so what? Just press the right buttons at the right time and profit.
But still, I get your point with the "fairness" part. If you have the possibility to stand in range, you have an advantage against melee classes. But this is just class design and has nothing to do with instances. But fortunately we play on a server where you can play almost any sort of melee/ranged class with (almost) any gear. Also, that class design is equal in any other instance and already was on the official content. But there we go again, mixing class balancing, class design and instance design is a bad idea.
Conclusion:
So after all, I got the solution for those who complain about too strong AOE: Let the tank turn around mobs, bcz 90% is front aoe and almost everything else is being casted -> can be interrupted. It's easily possible to stand in melee range as a mage or cloth user in general. The entire discussion is just nonsense - as a friend uses to say: As a real endgame player you need to be aware of everything in the instance and react on everything properly. No hard feelings.