Yes and due to the natural disconnects melee suffer with aoe and movement 10% would actually in the end equate to 0% and thus leaving everything quite well balanced.Trion Worlds(RIFT) had a really great philosophy about melee vs. ranged dps. It was that because melee are subject to all sorts of things, and generally speaking they're the less 'safe' option, their dps, on average, would always be 10% higher than that of ranged.
As a DPS player, I'm there to kill things as fast as possible while putting the least amount of stress I can on my raid. I love melee DPS, but if this continues on I'd be really tempted to roll a BRD.
Um...are you even reading properly? Im referencing cfStatic's quote about RIFT and its class balance, if melee are put in the general range of 10% (or whatever magical number it is) above that of ranged DPS then after you take disconnects into account that extra % becomes zero thus DPS is balanced.
I agree with the OP completely. This game really has too much of an advantage for RDPS over MDPS. I have already seen some pretty nasty shout fights over the fact people are refusing to group with MDPS for dungeons or taking only one for limit break.
I thought it worked quite well, so I decided to bring it up here.
I can only hope that they take something like that into consideration going forward.
i dont know how to fix it w/o punishing healers , because if u add too much aoe for ranged , healers are going to have a hard time healing.
if u dont fix it , melees are going to suffer .
monks suffer the most , all attacks with positional req, plus buffs that drop if u are out of melee for more than some seconds....
boosting melee dmg by % is just a poor bandaid.
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