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Originally Posted by
Hulligan
If we are talking about melee balance (I'm not entirely sure if on THF needs balanced or ALL melee archetypes) but i feel it's not (only) the damage that prevents people to chose any of the melee builds nowadays.
Staying alive and aggro management is also a big part in it.
Casters and ranged can take out enemies from a distance without the fear of getting hit back while a melee can be 100% sure that a strikeback will occur sooner or later and survival matters.
So to sum up the ranged advantages ... or rather the disadvantage a melee has:
1. ranged/caster can dps from distance, w/o being hit
2. ranged/casters are better NOT getting hit ... far better and more reliable than melee
- arcane casters have blur / displacement
- ranged, rogue have (improved) uncanny dodge
- various (non melee) builds have incorporeal chance (no, a melee wizard is still considered a caster class)
- ranged / cloth,robe users generally have higher dodge as their max dodge is also higher
3. ranged / casters can kite enemies, running away from being hit while still doing damage
4. ranged / casters have easy access to 'crowd control' options. Some of them have simple DCs, some are even working on pushing a button (no save like pin, otto). Such alternatives are simply non-existent for a melee or require much more efforts (stun, trip) with less effect (pin, otto, masshold may work on multiple targets).
5. ranged / casters can still build up almost the same defenses (prr, mrr) a melee can with little effort and enjoy the same or close to same bonuses (due to the fact that prr, mrr are exponentially losing strength)
My understanding of a melee (fighter, paladin, even barbarian) is about not avoiding being hit, not even having zounds of HP (who cares if you have 7000HP when you still die in 2 hits) but enduring being hit. PRR system is good on it's own, but the 3 main melee dps classes should have some sort of stacking damage mitigation (one that works on a percentage bases to work on any levels and stacks with PRR/MRR). Some sort of always active form and some sort of boost form, such as:
* passive: PRR and MRR of medium and heavy armor and shield are doubled
* active ability: all incoming damages get reduced by [CHAR lvl]% but movement speed is halved. 20 seconds duration, 2 mins timer.
I'd put it into core18 or tier4 somewhere and only for fighter, paladin and barbarian.
It's a shame really that a wizard or a warlock, or an artificer or even a sorcerer is a better tank than any DEFENDER.
If the above is not addressed EVER, no matter how big dps a melee can deliver to no matter how many targets, it will still fail.
Please think about it.