In most MMOs, melee have a disadvantage to ranged for the core reason that you mentioned. You have to close distance. This goes a lot deeper than simply this game, because of the way these types of games have been developed over the years.
In this game, however, we have tried to provide counters, such as the mentioned triket, to assist in this. Warriors do have fear-counters inherent to the class as well, which provides specific class responses (priest, warlock). This can be quickly complicated, I understand. I read your post and you are jumbling abilities together as if one single class has all of these things at the ready. I know that isn't exactly what you meant, but that is how you convey it.
Again, we have to get into a group situation. Why wouldn't a pally cast blessing of freedom to help you close range? Why doesn't a teammate target your source of frustration? Bottom line is, an organized team is going to beat a group of individuals every time. They will have responses available when they can not provide them by themselves. No answer I provide regarding a 1v1 situation is going to mean anything at all. It would probably only bother folks further.
Yes, it is a complicated issue and I don't disagree that melee classes have a lot to overcome against casters, but it also seems like a lot of people take the gung-ho attitude of 'I should be able to take him myself'. Again, some classes might see that from time to time, but it really can't be stated as an all the time thing.
Anyways, perhaps some interesting discussion of the base game structure of melee vs ranged could be in order. It is a deep-seated topic as far as MMO design goes and is obviously relevant to the warrior class.
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