I think Myon88 perfectly said it : there is a glass ceiling and that's what I speak against.
So I was thinking of the following :
- option 1 : raise the glass ceiling by buffing it a bit (or reducing the "tax")
- option 2 : design fights more like Alphascape and less like Eden, so that melee have forced downtime while "ranged tax" isn't actually paid in vain (or you could call it : actually don't cut off melee "downtime tax" like you did in Eden leading them to have 1k+ DPS)
- option 3 (that I didn't thought of, thanks a lot Myon for that insight) : give range a way to go further if played very well. That way it can be easy peasy classes with low damage or hard to play classes with damage on par.
I only enclined towards option 1 because option 2 is really hazardous :
- hard to implement, require to be very careful in each fight design that for instance, the forced downtime doesn't happen during melees burst, ever, or ther stuff like that. Given what they usually do, I'd fear for melee which is not the point of this change.
- no matter how you put it, having to disengage for melee is not fun (and not just because of dropping numbers but because of gameplay, I hear ForteNightshade and perfectly remember hello world and panto 2)
But I honestly didn't think of option 3 and I'm finding it really elegant and more thought out than option 1. Although, as Myon said, they're moving away from it and the chances of going back there are slim.