I already thought most of the changes were decent, but put in perspective it does look even better, except repair cost, while it does hurt zerging an elite, melee take regular punishment and die regularly outside of being cheap, regular combat engagement will cost them money.
Beyond that, projectile classes advantage goes beyond simply kiting, their resources replenish naturally so their skills are always available, while melee can only use their skills if they engage. If for some reason they can't engage and have to kite and wait for cooldowns (another inadequate disparity since they have to engage and wait for cooldowns to use skills) before scrapping again, they woln't have any resources built up because they couldn't engage. They certainly don't have the luxury of using skills and passive just to get a little resource recovery. They should have at least a minimum resource recovery naturally, than if they spec for recovery, they can have a lot, allowing them an almost caster like build designed to play keep away, or engage for even higher resources. Lower cooldown and or cost on many skills, or at least a lot more power, I'm seriously wondering where the damage is on wave of light. And more value out of defensive options, its really irritating to have to sub most of my build for defensive skills just to survive and stall opponents.
Beyond that, projectile classes are operating 2 more forms of effective defense. Not only do locational damage effects make it impossible for melee to engage opponents, even ranged ones like desecrator and arcane can be moved around since projectile classes have so much positioning freedom, while melee have to suffer those even more, as well as face more affixes which make their role impossible like plague and molten. These are Elites, they already have ramped normal attacks which melee have to face directly, why you would also make Elites the feature of a wider variety of impossibly damning affixes on top of the naturally increased threat is just beyond me, there should have been at least the same amount of ranged only affixes as melee ones, like, um, desecrator can't be cast anywhere near themself and has longer reach, larger area of effect and does damage to themself if it is cast near them so they only target distant foes or pay for it, or an arcane ring which only effects targets outside a wide radius, or reflect damage on only ranged attackers... I understand that kite and avoid is a proper defensive technique for ranged, but there could at least be some extremely dangerous affixes which only affect them, maybe their bad enough for them to choose to fight point blank to reduce the damage, unlike melee, projectile units have a choice of strike locations, melee don't...
The other huge disparity between ranged and melee is that they use their glass cannon builds and reach to perform the ultimate form of defense, offense, they can just hammer so hard that opponents are dead before they can reach them, melee can't really operate this technique because they have to be in reach and will get hit, they will be punished for this build, ranged are only taking a risk while operating this ultimate defense, "if it's dead it can't hurt you". This isn't something has has a specific solution except more of the same, more justification for improving melee. I don't know why return damage favors ranged when they already can't be reached by many foes, yet most return damage only affects melee, WTH happen to that monk skill that was suppose to reflect projectiles?, why does his aura of retribution require a rune just to affect ranged attacks? Why don't shields work better vs projectiles naturally?, why don't certain melee attacks smack at least some projectiles out of the air?, why don't more long ranged projectile attacks lose potency over distance or at least have a near ranged dead zone or near range damage reduction?
There should be some fundamental tradeoffs between ranged and melee, fundamental and not kit and build oriented, because these projectile classes are not sacrificing much or building kits to use most of their range, projectile weapons have reach, melee WEAPONS (not shields) should have bonus defensive aspects, like block% and amount on melee weapons or just barbarian and monk exclusive weapons, or just more natural projectile countering in their skills, like crippling wave swatting projectiles or bees out of the air, you should be able to break projectiles to reduce or cancel damage, whatever it is, there should be more fundamental advantages to melee, I'm concerned about how all this will carry over into PvP, I don't wanna see a dual balance system, serenity already seems a bit one sided if a monk can dash a mage and than just be invulnerable while he crushes their face, than uses 7 sided strike, so I'd like to see simple, fundamental advantages and disadvantages which could reduce the disparity without being one sided in dueling.
PS, I don't know how this attack works, but how is it that DH can shoot a machine gun of bolts which I presume will proc on hit effects like stun and life on hit super fast, but monk combos don't execute super fast or proc multiple hits on WotHF? Maybe it doesn't operate as it appears, but um, still looks Ridic... The least they could do is make melee attacks or combos in specific proc IAS rather more so than increased damage, so it will generate spirit faster and land the final hit modifier frequently rather than just hit harder... OK, I'm done...
Edited by Bahamut#1488 on 6/7/2012 7:29 PM PDT