Here some thoughts after rethinking of adding dodge/dodge-bypass of enemies in Legendary quests.
Benefits:
- Does affect ranged/casters often more, as they get decent dodge by equipping items, especially since the appearance of dodge augments. Most melee DPS, however, get more dodge and therefore lose less % of it
- Plays more with the dodge mechanic and may open up more design space for future enhancements, feats, etc. that go beyond dodge bypass and dodge chance
- High reaper--the difficulty meant for people looking for a challenge--becomes more challenging again
Demerits:
- A prior added mechanic--Missile Deflection--was introduced and so far mostly ignored by the devs (specially for player characters), which doesn't bring up much confidence that the opened design space will be used at all
- Lack of dodge bypass items puts players in a spot, where they either have to permanently incompass dodge bypass into their build or to accept the fact that certain enemies and all on high reaper just have a flat chance to take no damage on attacks
- This and the fact that save effects aren't subjected to it may lead to less build diversity for staying endgame builds (as only casters use save mechanics as main focus)
- Melee DPS shouldn't even in a place where they have to rely so heavily on dodge mechanics to survive high reaper
I believe much of the said criticism (and most/all of the whining) about how melee DPS will fare comes by some old and carried design choices, which definitely are 3.5e D&D, but the more levels we gain, the more they're pronounced.
The prime choice would be, that the enhancements, item effects, and feats (for the most part) either confer a defensive
or an offensive benefit. This leads to people specializing, the game rewards it by increasing the damage and the hp of the monsters, as being half-baked doesn't cut it. That's why hate-tanking is so hard, investing in intimidate is much easier than in damage plus hate increase, if you need as much bonuses as possible to survive the onslaught of tens of enemies at the same time. And that's why surviving as a DPS is so hard, as there are so many enhancements and item effects to collect to reduce mob hp in a timely manner, that it's hard to maintain a stable defense.
Of course, this asks for diversity, for party building, which is actually good. But then we get to the ranged, that don't get as many attacks in, as they can kite and lessen the numbers of enemies able to hit them. So the more damage less defense works here well. And the casters... well, they get a ton of stuff. That's the ugly side of D&D 3e, the stacking magical buffs, the diversity of options casters have (damage, CC, defensive, healing, etc.), which does make casters fun to play, but does raise some question how much melee is really needed outside of tanks. Even the casters can go into melee and in low reapers and lower, they actually can be build to do what melee DPS does, just with some more options.
People love playing their paladins and fighters, and the new ED system really helps out in many regards (giving melee DPS reliable options for CC, more forms of self-heal for lower difficulties, etc.), but that doesn't mean that they don't see problems or what other classes and builds they're competing with and lose to. I mean, it has to be frustrating for a fighter to be outclassed by a wizard at low heroic levels, because the EK got a cleave attack and bonus damage on every hit in addition to spells like blur, expeditious retreat, shield!!!!!!!!, energy resistance, and with a low PM split even self-heal.
So if legendary is supposed to give several options for horizontal growth, how about
:
- adding legendary destiny feats that give offensive buffs when you have certain defensive feats and defensive buffs for certain offensive feats, mostly aimed for tanks (so that they may do something else than shield blocking) and melee DPS?
- engaging more in the missile deflection mechanic, so that melee DPS takes less damage from ranged attacks than casters and ranged DPS, giving them something they feel more comfortable against?
- implementing ways to boost melee DPS specific buffs (uncanny dodge class feat, Elaborate Parry, Reed in the Wind) so that they hit proper numbers in legendary content?
- adding new buffs that require the character to wield melee weapons and/or be engaged in melee?
Would be my 2 cents for now.