harharharhar wrote on Dec 1
st, 2017 at 11:18am:
meh. The older I get and the more other games I play the more I realize rebalancing and nerfing is totally fine, and frankly should be happening all the time, so players get used to it. Better to keep more content and items compelling than to protect people who found an overperforming build and never want to let it go.
If I still played a lot of DDO, I probably would start trying more non-throwing builds based on these changes, which is probably, long term, good for this game.
That's the thing. The devs don't know how to play their own game well enough to understand what really needs to be balanced or nerfed. They keep tweaking the wrong things because they listen to a small group of very vocal, mediocre players who don't know how to play the game at a high level either.
I've been running melee builds for the last few months while getting PLs just for a change of pace from shuricannons and warlocks. My current build does noticeably higher single target DPS than a shuricannon (outside of unbridled burns). It makes the shuricannon's kill rate feel kind of slow in a lot of missions.
Shuris still win at burst DPS due to fury and in missions with lots of mobs in long, straight hallways, but outside of that, I think good melee builds are stronger overall. Even with their increased fire rate, the poor crit profiles and low base dmg of shurikens make it hard to complete with melee builds running high base dmg weapons with 14-20x4/5/6 crit profiles, >40% attack speed, >60% doublestrike, and nearly 200 melee power. I'm getting 5k+ crits with high frequency on my melee build. The only thing it lacks is a consistent source of AE damage.
It's funny, SSG keeps nerfing warlocks because because of the whiners on the mobos, but in regards to DPS/killing speed over the course of extended gameplay, it's DC casters > melee > shuricannons > warlocks~xbows~shiradis etc.
Melee builds have two main problems right now, at least at end-game.
1) The one-shot death design in high-skull reaper is overly punitive towards mediocre melee builds. It is possible to roll a melee build that can survive in high skull reaper, but the build choices to accomplish that are extremely limited and require more skill to run properly than the average DDO player has. Ranged builds are obviously not affected nearly as much by the one-shot death design since they don't have to stand within melee range to function.
2) The best DPS melee builds have limited options for AE damage. That limitation has become much more noticeable given the design theme of all the new, high-end content has gravitated towards requiring you to clear large hordes of trash mobs rather than tougher, smaller groups of mobs. That's the big advantage warlocks and ranged builds have. While they do less single-target DPS overall, they can easily hit multiple mobs at once. There's a reason Dance of Death is considered a must-have skill on a ranger melee DPS build.
SSG could fix a lot of the balance problems if they would provide more options for melee builds to avoid one shot deaths and give them better AE skills.