Joker wrote on 2011-02-01 10:54
Takes quite a while to load fusions spells... so YES... it has a problem with it vs melee..
Magic is still MOSTLY...a support feature.. vs Melee's ability to get RIGHT into the action... but at least now... magic has more solo worth and dmg worth that said soloing isnt as bad as it used to be
Koishi wrote on 2011-02-02 16:02
The primary problem with melee is that even though it can deal damage fast and efficiently, it also puts you in danger of death every second, especially if you're a dual-wielding human. And as I have said before, human melee is the only skillset that is forced to trade damage for survivability, both in the use shields in lieu of dual wield or two-hand, but in terms of playstyle, in regards to being able to engage multiple enemies at once, which is dangerous enough in itself, and is made even more so by Windmill's massive HP loss (imagine Thunder or Ice Spear taking 10% of your HP, or even Crash Shot).
And if the meleer chooses to play defensively, he makes himself redundant, as the alchemist can do the same thing, with the same strategy, and likely much more effectively. The mage need not even use advanced magic; he may simply use a wand and use bolt counter/wm. Range can of course attack from afar, deal high damage with Crash Shot, and have a defensive build to minimize error.
There is a reason that melee players die the most, and it's not because they're bad players, it's because of the very nature of melee.
I have consistently said that melee is consistently disadvantaged in every way, and I stand by this conclusion.