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.
Melee wouldn't be half range if it didn't interrupt combos. Samurai has a ranged combo- Yaten > Enhanced Enpi, which I only use to avoid an AoE and to get enough Kenki to dash back in. It actually requires a little bit of skill to time it properly and keep max uptime. I don't use it if I know it'll interrupt a combo, though, as the loss of combo flow isn't worth a single 300 potency attack. It just gives us a nice tool to keep some uptime on the boss and raises the skill ceiling a bit.