Originally Posted by
Tya
The Balance between melee and ranged is one that is difficult. Actually, that's incorrect. It is factually EASY to do if you take the merest seconds of time out of your day and think.
Melee in World of Warcraft is not one they took those seconds to think about. And because of that, it runs directly ramshod over every other idea of tactical ability in World of Warcraft and why the PvP in this game is so ruined and without any requirement for talent outside of "Get a melee".
Many of you would think this hyperbole. But have you never seen a BG run entirely on two melees being impossible to kill on the enemy team? Or a Arena game where it is decided entirely by melee.
This would not be a bad thing, if the melee was with it's risks, as all roles and tactics, it should be about weighing the costs with said risks. melees have no risks. Because they are so strong in relation to ranged, even when you control them, slow them, hold them down. They still have those few skills designed to bounce back into melee range.
A revision of this would make more sense. To one where the melee isn't an unstoppable beacon that controls everything that will ever happen and the entire games focus on taking down.
Shifting more to a durable role akin to the heavy from TF2, where being a great team-changing tool comes at the cost of personal weakness. The action of this is beautifully twofold. One, it makes melees less important as direct players in the field, but more important and indeed viable as targets beyond a supreme three man to one ratio requirement. Second, it makes Peeling and defensive CC alot more useful, so the players OTHER than the melee can decide a fight by doing more than just "Handle the enemy melee"
In short; melees need a supreme reduction in their PvP surviability. I think this should be done by melees being less effective gap closers Or by a vast reduction in defensive cooldowns for melees, making them more worth time on beating at.