You seem to confuse anti-melee with content of current melee ability. I am pretty pleased with where melee is at the moment personally, there are a couple MINOR changes that I would like to see changed, such as putting us back on daggers, and removing EX weaponskills (the specials like shark bite and swift blade should stay). But those are minor tweaks that pale in comparison to the issues with enfeebling and enhancing (and to and extent healing but we will have to see what SE does with the changes to skill affecting healing done before I get off on that tangent again).
If you take my wanting to be able to have use for my enfeebles (outside of Dia III and Bio III), and to have them actually land (Gravity, Gravity II) and to be able to land them better than other jobs (NIN's Kuryami for example), and to have their potency representitive of skill (so my t2's actually hit more efficiently then my T1's and other jobs using T1's).
Or take my wanting to have all enhancing spells scale with skill so (/RDM, and /WHM) can't cast 15% haste just like RDM and WHM main, or land a comparable Phalanx (such a PLD hitting 30-31, and RDM capping at 35-36.), and to actually be able to buff my allys with specific buffs that can't be used except on myself, 1 of which is highly situational, and the other which I can get from a WHM at the same potency.
If you want to take that as anti-melee by all means do so. If you can't see that there are bigger issues with the job then melee then I don't know what else to say to you other than you are ignorant, and blind.
When 40% of the job is next to useless, you don't focus on the 20% that is currently doing just fine if you put the effort into making it such.

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