Quote Originally Posted by Arcell View Post
Well no nerfing the damage of Archers/increasing the damage of other War damage classes will help. There has to be incentive to invite other War damage classes, damage would be a great incentive.
The other classes deal great damage, it is not an issue. With the increased MP costs SE made healing an issue. Archer's range allows mages to be able to focus their MP on the tank making it easier to clear the dungeon that way. However it very possible to clear the dungeon with melee classes. You can't give incentive to laziness, that's a player/community issue, not the game's design.

Either you can bring other War classes and have higher DPS and thus clear some things faster or you can bring some Archers which increases survivability at the cost of some of that DPS.
A reasonable damage boost to the melee classes would never greatly overshadow Archer. It would just not be fair or make sense. The only thing they could do is make them all deal comparable damage but even then if the players are too lazy to reposition themselves at the sides to not get hit by AoE that is their problem not the game's. You are asking for SE to force players to invite other classes when that's a community issue.

It's not just damage or just range, it's the fact that they have the best of both worlds. You certainly can't decrease their range in comparison to other classes but damage is an acceptable balance.
The best of the two in this instance, not in general. You want SE to adjust the game based on one raid. What if the boss stayed static in one position and there was AoE all over the place except at melee range? Then Archers wouldn't get invites because they can take very little damage compared to the other classes. Would that mean that they have to give Archers the same durability as a Gladiator? Of course not. Every encounter will be easier for some, it's variety. Now it's an issue because it's the one raid. As SE adds more raids encounters will favor different approaches.