Just want to throw out there a solution to the whole “Melee wars” thing that has resulted in each competitive build being a bunker.
Make ranged play actually viable.
This will require balancing the various classes and their ability to do damage at range vs. melee.
Also will require a bit of rework to some weapons (ele staff, ranger longbow, i’m looking at you.)
Right now, the highest damage potential in game is always melee range. Anet refers to this as Risk vs. Reward. That would work alright, except for the classes that ought to be most range oriented are low hp, low armour classes, and still must play at melee to be viable – hence the bunker.
What if we accepted that the lower hp/armour is the risk in the risk vs reward calculation?
You could allow elementalists to actually deal damage with a staff. Rangers with a longbow could have damage equal to that of a warrior with a greatsword.
Basically, a bunker should NEVER outdamage someone built for damage. A ranged class should NEVER do more damage at melee than range, and the melee classes should never be more viable at range than the ranged ones.
I know someone’s going to pop up with “there are no ranged classes”. Bite me, that’s not true, and you know it.
Warriors should be primarily melee, with some ranged viability. Right now they have the highest available ranged damage in game. (also the highest melee, but that’s appropriate. Having a longbow warrior outclass a longbow ranger in every available way is wrong.)
Elementalists should be primarily ranged with some melee viability. Right now you play bunker, or you’re dead.
Rangers should be ranged, with some melee viability. If you’re not rolling a trap or condition BM in melee range, you’re doing it wrong atm.
Guardians – well, they’re the one class that seems to have been well made. Definitally frontline melee, and some viable support from staves.
Thieves – well, i have to admit i don’t really care. As long as stealth stays in game as it is, thieves will be imbalanced. I feel they should be like the opposite of the ranger – primarily melee, with some ranged viability.
Mesmers – I haven’t played one, and they stomp me – have a mes player step up and discuss their ideal range.
Necromancer – Seems fairly well set for range – each range has it’s risks and rewards, and playing with a staff and staying back doesn’t kitten your damage output too heavily. (in my experience up to lvl 35.)
Engineers – no clue, I haven’t rolled one. All I know is that they can put every condition in the game on me in a bit less than 2 seconds in wvw. (i know some real life engineers, they’re just not that cool.)
Thoughts?
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