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Originally Posted by
MrWindupBird
I recently TR'ed back to melee after 6+mos playing as a ranged (primarily inquisitive splits) or caster on both of my toons, here's some things I've noticed.
Background/stage-setting- this is 95% from perspective of lvl 30 endgame- I play almost exclusively R10 and reaper raids, and there are many people more qualified to comment on the heroic leveling experience. I have a decent # of reaper points (took a 2yr break prior to introduction of reaper), I do not have wings. I have most, but not all, relevant heroic/iconic/epic past lives, but no relevant racial lives. I play in an active guild with similarly strong players. I have access to very good gear. There are better soloists than me (see the Ascendance r10 melee runs posted in Achievements), but I've done most of the easy-to-middle-difficulty content R10 deathless solo on ranged/caster, done 2man hard Nemesis, etc. I've been playing on and off since 2010.
Thesis- the things that make DDO a fun MMO really comparatively disadvantage melee.
I very much like the fast-paced dynamic, environmental combat in DDO. You can use WASD/environment very effectively to manage encounters. You can arrow-dance. You can pillar-kite, you can string enemies out and take advantage of differences in movement speed. Most (but not all) enemies attacks are telegraphed, and have mostly predictable hitboxes. All this rewards an active, twitchy playstyle. A smart and competent ranged/caster can avoid >95% of enemy attacks with good movement. Melee cannot do this to the same extent- you can probably avoid 70-80% of attacks with good twitching/circling, but you will get hit much much more frequently. Even more, the ranged toons suffer no DPS loss to this movement, while melee most certainly does.
The distance ranged combat affords also gives you a better tactical view of what's actually happening- you'll easily spot the fear reaper in the group, or the vengeance circle, that is much more difficult to see as a melee.
Here's a brief list of things that comparatively suck as melee- they feel unfair or unfun
1. redname 360-largeAOE cleaves that will hit DPS on his back even when effectively tanked. Every single redname in Sharn Docks did this, and it was infuriating.
2. vengeance circles- force you to run out and stop DPS, much more difficult to see amid the scrum when meleeing than at range
3. enemy archers who do more melee damage than ranged (again archers are moot on ranged toons who can sidestep indefinitely)
4. unreachable enemies (Irk, archers on walls, THTH skulls, etc) of which there are an inexplicably large #
5. The vast majority of boss special abilities are easily avoided via distance management and can be quite punitive to melee- ie Fortis force-burst, Irk shot, Rudus jump, etc etc. This is true as primary aggro or DPS'ing while someone else tanks
6. I had wayyy better CC options as high-RoF Shiradi than I do as a melee. Dire charge is great but it is not enough. LGS salt and guardbreaking are both fantastic but not always an option
Melee get ~25% more hp from EDF if they want it, but otherwise there aren't substantial differences in available defenses. This does not counterbalance taking ~10x as many hits.
I don't have any great solutions- I've never played any other MMOs but this must be a common issue, and solutions are out there. Some things are easy to fix (for god's sakes no more floating bosses, no redname air eles, stop giving all rednames 360cleaves, they are not fun, etc etc). Even after DPS is a little more fairly balanced (again, remember uptime is different), melee really should have inherently better defenses d/t the much much higher incoming damage. Some sort of procc'ing-on-melee-hit avoidance buff might be helpful, I'm not sure- obviously it would have to be independent of classes or enhancements.
Summary- I'm not asking for the game to be made easier. I like the aforementioned special abilities (though some need slightly longer tells). In fact I would much prefer no further grind and just give us new, difficult content. But there are a lot of asymmetries to melee combat compared to ranged, more than simply DPS and AOE-via-IPS (both of which are indeed way higher on inquisitive atm). Survivability and DPS-uptime are dramatically different, and this is not discussed often enough. Please bear this in mind when designing future content.