
Originally Posted by
Ultramaetche1
It is not the case. It's more a case of balance.
1) A monk with robes will be pushing around 200 PRR alongside shadow veil for 25% incorporeal miss chance, and 45% or higher dodge. The avoidance available to a monk makes them very powerful in most content. Especially if you consider the panic heal option of an Aasimar monk with healing hands. They have the jade strike line with 3 different attacks that cause helplessness on separate cooldowns. Stunning fist only has a 6 second cooldown compared to stunning blow, and has a higher DC as it includes 1/2 character level, whereas stunning blow does not.
2) A barbarian has reasonable survival between the combination of a number of factors. Large HP pool means they can take a hit or 2, medium armor means they can push higher PRR and MRR than a monk. They have the improved uncanny dodge clicky for 50% dodge in a pinch. "I like pain" is a reliable source of many hundreds of temp HP, as well as "blood tribute". They have the no-save ear smash to temporarily take out the largest threat.
3) Rogues, typically wearing light armour usually max out their dodge somewhere between 25% - 35% with uncanny for 50% in a pinch. Vistani variants have mist stalker available for a PRR/MRR/Dodge/MaxDodge panic button. Unless you go a max DEX acrobat your battlefield CC is limited to basically a dire charge at lvl 29. Other than that they don't have much to control the flow of battle.
4) Paladins have Sacred defense which grants them a large amount of PRR and MRR, and lay on hands in a panic situation, a strictly inferior healing hands as it scales off Paladin level where healing hands is off Character level, right there is a 33% comparative loss in effectiveness. The number of hands is less than an Aasimar's healing hands, plus, barring some ED abilities, they do not regenerate. Paladins also tend towards medium or heavy armour meaning dodge is typically quite low. They have no access to a clicky dodge, or incorporeal miss chance so unless you build up AC you WILL be hit often. They only have Stunning Blow (assuming you take it), trip and dire charge, meaning controlling the battlefield is an issue as most mobs remain free to act.
5) Rangers typically wear light armour, they have respectable dodge somewhere around 25% - 30% they don't have a panic clicky of any sort. No large panic heal, no dodge clicky, no prr/mrr clicky. They have no CC other than Stunning Blow, Trip and dire charge.
6) Fighters... oh fighters. They SHOULD be the king of battlefield control as far as melee are concerned, yet they have nothing to control with. Stunning Blow has a long cool down and a low DC and can not be used on undead or constructs and is single target. Trip and Improved trip are single target and don't work on incorporeal enemies. The enhancements they have are blah at best. Where a barbarian can click a button to get temp HP with blood tribute, a fighter can... drink a potion to get +50 healing amp. Amplification which does them no good because they have no way to actually heal themselves mid combat. Should they go with medium or heavy armour they have low dodge, meaning more hits connect, and if they go light, then they sacrifice PRR and MRR. They don't have a panic heal like a paladin, nor a dodge clicky like a barbarian.
All in all it isn't a case of melee being unable to compete with ranged and spell casters. It's more so a case that if you want to compete, your options are limited due to the current meta of the game being a combination of:
A) avoiding attacks altogether (ie: monk with its dodge, incorp, AC)
B) controlling the situation to reduce the number of incoming attacks (ie: monk with its jade strikes, stunning fist, kukan-do, barbarian ear smash, dire charge, trip)
C) reacting to damage you do take and being able to either heal or mitigate it (ie: Barbarian's I like pain and blood tribute, Aasimar's healing hands, improved uncanny dodge, mist stalker v, spinning staff wall, etc.)
A blanket "give all melee (up to) +50% HP" does nothing to address any of the 3 points above. All it does is give veteran players a safety cushion, and newer players 1 or 2 extra hits before they die as they currently already are.