the whole risk reward statement made back at launch that range weapons are meant to be less powerful than melee weapons since melee has more risk being up close to the foe being attacked. this works for nearly every profession.
ranger has actually fallen out of this category. lets take a look at the ranger build being used and their survivability/attributes from traits
the BM/bunker, generally uses GS now along with other melee weapons such as the sword/dagger combination, the trait set up used to get this spec off the ground grants a whole lot of healing power and pretty much the ranger is like a 55 necro from GW1 with all the blocks and evades from the weapon sets while healing is on CD. the ranger can keep regen up for the majority of fights granting them decent dmg from the melee weapons and great survivability.
the condition ranger, this is usually done with short bow as the main source of conditions and with a second set used for mobility or extra condition application, the traits grant extra toughness and distance to target really does not make much of a difference with this build, it is actually easier to fight targets that are right at melee range or out side it because of quick shot you can just strife them and stack bleeds while they try to hit you as you keep dodge rolling and quickshotting to keep them just outta reach of being able to eat your face. adding in the traits this spec generally gives rangers a lot of toughness from traits and armor as well so it is a lot easier to take a hit and just shrug off the dmg with this spec.
the spirit bunker ranger, generally close to the Bm/bunker, usually uses melee weapons, occasionally a bow, provides static buffs most of which are based off an internal cool down does excellent at melee range do to the procs of protection as well as passive regen if spirit of nature is out, also at melee the spirits are capable of using their actives and benefit the ranger which makes it more or less like fighting a ranger with 4+ pets and since the spirits req 30 in nature magic to really get this build off the ground rangers running this spec usually have a vary large health pool and can easily recover from almost any attack while they still have spirits active.
now this is my point for this whole thing is what if a ranger wants to do pure range dmg?
for a ranger to be effective with a long bow and to deal significant dmg they need to be in berserker gear out the kitten as well as going into the marks and skirmishing trait lines for the stats to improve the hits that longbow does on targets. but to be clear even though this spec is meant to use range and capitalize on dmg it has the worst survivability out of any of the other ranger specs available both trait wise and weapon wise. long bow does not have any abilities to keep targets at max range 1200+ to stay at full dmg on its auto attack which is the slowest auto attack rangers got, the one ability that it does have does not push targets back far enough to even be able to get off a max dmg auto attack, which is pretty bad considering the auto attack(long range shot) gets worse and worse as targets move in closer to you, to the point that if they are in melee range you are doing 1/2 to 3/5 the damage that the attack is capable of. now if you factor in the traits needed to run this spec they do absolutely nothing for the ranger’s survival ether, in a matter of fact running this build if you don’t have anyone else in the party or area that u can use as a distraction you are opening yourself to a world of hurt because you wont be able to keep distance and you will be doing less and less dmg as foes move into you forcing you to use more melee weapons without the traits to capitalize on their defense our offence and without the stats that the other specs get that increase their survivability at this melee range.
so to sum this up, ranger specs meant to capitalize on a foe at long distance has far more risk and less reward than a ranger spec meant to be in the face of a foe since as foes close in on rangers with longbows, the ranger has no real option to bring dmg back up as it starts to lessen as they get closer and closer, as well as no real way to evade damage, or gain distance to turn the tide of a fight once it hits melee range.
so yeah, pretty much rangers using longbows in pvp is free kills to anyone, even other rangers running any of the other specs.
and just to remind people ranger Longbow was hitting 4k+ on long range shots in beta it has been nerfed right at launch to keep rangers from being able to party, call target and spike it with the old quickness buff since they didn’t want rangers to do what they did in GW1 pvp… though if I can recall, right now, any other class if they get organized they can pretty much do this kind of spike.