Quote Originally Posted by Leonus View Post
The good melee players dodge things, so ...
It's dps optimization, not just about melee eating damage but for example, positioning on T10 for melee and the charge, when the person with the charge is closer it's better for melee but it's more movement for ranged due to heat lightning, so many things could go wrong if it's not done correctly, it's not that big of a deal but that's one example. Another example is t12, our healers eat 3 stacks for fountain so melee doesn't have to touch the fountain at all. One more would be on t13, Cover used on melee whenever possible to avoid movement such as earthshakers. I could count all the mechanics that requires casters to move around the area for mechanics because ranged and well not so op at single target while having melee being dps bots and ignore some of the mechanics. I'm not asking for a melee nerf because it doesn't make sense but it's not balanced especially if it's better at one point to just pick up melee dps instead of a caster because single target is better and sustained. Also, I know that SE designed some of the mechanics to force the party to pick up a caster type class but when the party is highly geared you can just disregard that.