Quote Originally Posted by CKNovel View Post
I don't think they should remove the "throw" or "melee-ranged" abilities but instead upgrade them.

They should not interrupt combo, that's already what makes them impractical.
In my opinion, they should be a combo, a 2 GCD combo filling gauge/resetting buff duration like current AoE combo actually do.

The tricky part would be to balance these abilities to make sure they're not a big loss, but strong enough to cover the moments where melees needs to take more risks than casters/ranged to just hit the boss.
It could be like the GNB's second combo, the first GCD is on an independant cooldown. Even with the current "Throw" not breaking combos, I doubt they would be used more than once every 30s.

I see two scenarios:
-Cooldown based GCD with a follow-up/special effect (Ex: Increase by XX potency your next melee GCD)
-Ranged Combo with gauge/self-buff refresh effect.

In any cases, ranged abilities for melees should not interrupt their combos.
I think the fact that they do disrupt combo makes it a little more interesting as well as satisfying when you manage to finish a combo right before having to move away. It also give more value to the Skill Speed substat. I believe melee should still mostly be melee, they'd be half ranged if those throwing abilities didn't break combo and had a combo of themselves, it imo removes some of the charm of being a melee and I think you can expect an overall dps nerf to compensate for their ability to have no downtime at all without sacrificing anything.