Originally Posted by
Maelwyn
Guess you didn't read the rest of what I wrote.
In a nutshell, I had said that this thread was discussing balance, and in particular whether or not melees needed some love from the Devs (i.e. more self-healing, more self-sufficiency, more special tactics/feats/abilities). I don't think so myself.
Overall, melees do their role. Casters do their role. Trappers do their role. Healers do their role. Etc., etc. The point is, this is supposed to be a roleplaying game. If you want to play a game where every class is basically the same (e.g. in scope of power) then I've suggested waiting for the 4th edition Neverwinter MMO to release later this year. 4th edition grants every class healing surges (self healling) and daily/encounter/at-will powers (equal powers as any class of the same level, basically--your magic missile does the same damage as my cleave, for example). If the idea is for more balance of classes in DDO, then the game should shift from being based on 3.5 rules, to implementing 4th edtion rules. 3.5 wasn't designed to balance the classes, nor were the versions of rules before it.
The problem that comes from granting melees (say like pure barbarians or fighters) easier ways to heal themselves (surges, more amp, better pots, regeneration abilities, etc.) is that it takes away from the ideal of the party system. D&D and DDO is built around the idea of dungeon crawls, quests, and raids, usually in full groups of a cooperative player characters (i.e. parties consisting of melees, trappers, casters, buffer, and healers). Usually, you're going to find in a party of six, elements of that mix. If suddenly, melees don't need a healer (because the Devs "balance" them, granting them self healing abilities), then suddenly healers become the odd-man out. A D&D party is designed to have healers. If they are no longer needed, then who will play them? And, doesn't that make this another game, entirely? So, to stay true to D&D, is to keep the classes true to their roles. Clerics are usually the healers. Fighters are usually the melees. Rogues are usually the trappers. Etc. A player's playstyle can dictate whether they go the route of their character class' normal role, or try something different. But, overall, each class has its designed role. Hence, this is why I said, if you want to "balance" your melee character, why not try multiclassing? Or, shoot, if self-healing is what you want, try a Paladin, or many of the battle-cleric or FvS melee builds out there. However, if you want to play a pure dps fighter or barbarian type, then just accept that playing a class like that has its strengths and weaknesses just like all classes do.