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Perlexia's Avatar

01.05.2012 , 08:24 AM | #1
I thought I'll bring this up here, since it has been really bothering me lately. Hopefully developers (Hello Georg!) will read this, and this will be addressed. In short:

Ranged DPS as of right now have massive advantages over Melee DPS in a number of encounters, especially in HM FPs and Ops, whereas the opposite is never the case. While this can be argued for other games too, I feel its excessive in this game, making some encounters considerably harder, i.e. when you have 2 melee DPS in the group, and giving incentive to raid leaders to just get range DPS.

1. Melee are much more subjected to AOE abilities on several encounters, while Ranged DPS can avoid it easily in many cases. Sure, many AOE abilities are avoidable for melee by having them run out or spread out, but that leads us to point 2:

2. Trying to avoid AOE abilities for melee DPS by running out causes their sustained DPS to drop off relatively to Ranged DPS.

Here are just 3 examples, I am sure there are many more.

Example 1:

Boarding Party HM Final boss

The Commander's missile puts melee DPS at a much greater disadvantage, due to the fact that they have to stand closer together and cant really spread out from each other to avoid the AE damage.

Example 2:

Khel Thrak (2nd boss Battle of Ilum)

Same thing as in example 1, with his shield probe ability. I am aware melee should avoid hitting him when he gets the buff, but ranged DPS dont really have to worry about ever taking that damage. Secondly, moving away from him when the adds spawn is another burden that Ranged DPS dont have to deal with, at all. This gives them an advantage on damage dealt as well.

Example 3:

Gharj (2nd Boss Eternity Vault)

His pounce ability is not that critical, but it still serves as an example of: Melee DPS have to eat dmg, while Ranged DPS do not. Because Ranged DPS do not have to run out, they have higher sustained DPS because of melee DPS travel time.

Example 4:

SOA (Final Boss Eternity Vault)

The very design of the fight (especially on middle & bottom platform) requires alot of running around and switching targets. Again, because of their longer travel time (even with current mobility abilties) gimp their DPS noticably. Additionally, the lightning balls are much more dangerous for melee DPS than for ranged DPS, due to the fact that they are forced to stand much closer together, while ranged can spread.

To alleviate this i can think of several solutions. I am aware that these bring along other balance issues in PVP. They are only suggestions, and there is more discussion required:

- Give melee dps higher DPS which should even out sustained DPS over a fight, because they cant DPS some bosses for the same duration than ranged can.
- Increase their mobility
- Give them some sort of AOE mitigation.

And the best solution: Encounter Design that has this issue in mind.