This really looks like a standard MMO issue and only really gets fixed (sometimes) once games and developing teams for the games grow. Especially with regard to Ranged versus Melee and how to handle the two.
A lot of what was issues in 1.0 that are appearing now are strictly because this game isn't a brand new product, it's a revamp, and it means we're getting a lot of recycled material and mechanics rather than a product tailored ground up. It also means that the game needs to balance out itself appropriately for predicted changes with future updates. This comes with both new content (classes, zones, "raids") in PvE as well as class changes, upgrades, trends, and additions.Â
What this means for us at this juncture is that we're going to have to deal with accepting that we're sifting through the old stuff, it also means that they're not going to "shock" the entirety of the community with vastly new mechanics and changes in one single go. Most of these changes tend to be subtle and specifically adjusted for the player base and what they'd label the average gamer. Release set a precedence for many things, especially dungeon/content mechanics, its also ingrained a definite "power level" in our minds as players as well. For the sake of balance I can almost guarantee that the developers are looking at approaching any future changes and re-balancing from a safe and careful vantage point. Rather than implement something with a high set bar that could severely tilt the games balance they'd rather ease into it. Even if changes are good, or beneficial, or fair, major differences tend to create resentment and generally look bad.
From the recent changes, the melee damage buff was proof enough that the issue is known and they are willing to do something about it. We can only hope that "Maelstrom" demonstrates that they are going to be able to provide the game with balanced ground up mechanics.
A lot of what was issues in 1.0 that are appearing now are strictly because this game isn't a brand new product, it's a revamp, and it means we're getting a lot of recycled material and mechanics rather than a product tailored ground up. It also means that the game needs to balance out itself appropriately for predicted changes with future updates. This comes with both new content (classes, zones, "raids") in PvE as well as class changes, upgrades, trends, and additions.Â
What this means for us at this juncture is that we're going to have to deal with accepting that we're sifting through the old stuff, it also means that they're not going to "shock" the entirety of the community with vastly new mechanics and changes in one single go. Most of these changes tend to be subtle and specifically adjusted for the player base and what they'd label the average gamer. Release set a precedence for many things, especially dungeon/content mechanics, its also ingrained a definite "power level" in our minds as players as well. For the sake of balance I can almost guarantee that the developers are looking at approaching any future changes and re-balancing from a safe and careful vantage point. Rather than implement something with a high set bar that could severely tilt the games balance they'd rather ease into it. Even if changes are good, or beneficial, or fair, major differences tend to create resentment and generally look bad.
From the recent changes, the melee damage buff was proof enough that the issue is known and they are willing to do something about it. We can only hope that "Maelstrom" demonstrates that they are going to be able to provide the game with balanced ground up mechanics.