Quote Originally Posted by SamRF View Post
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.
while i'm pretty sure square would just let this slide as "quality of life" just like a lot of other things that on paper shouldn't raise the potential of a class which in practice totally do buff a class at pretty much all percentiles this isn't so much about "losing nothing"

if you can do 100% damage in melee range or 50-75% of your damage while away from the boss you would still allways want to be close to the boss to maximize damage, that would not be "sacrificing nothing". problem is right now the ranged attacks melees (and tanks) have to offer are so weak, oftentimes its better to simply do nothing than to even use your ranged attack which is okay i guess, but at least as far as raids go it indeed makes them pretty redundant.