It has to be said, so let’s go forth with it already. ToS has some pretty glaring issues that make Melee severely disadvantageous when compared to Ranged. They break down to three root issues. Let’s highlight them briefly.
First, latency WITHOUT general means to reduce movement. Games in which PVP is a thing, Melee simply needs a way to reduce movement speed of a target. This isn’t a class balance thing, it’s instead a bandaid to latency thing. When the server needs a response from two player clients in order to check their positions and run a check to see if a strike will occur or not, it becomes a feat for the players to accomplish this on the move. It’s due to the several checks that must occur. There’s a several year old quote from a Blizzard (WoW) dev somewhere addressing this very idea. If a well polished game like WoW can suffer from position latency, you sure as heck bet ToS does, and having Melee receive the same bandaid would probably be wise.
Second, general collision and poor position checks. Somewhat related to the above but not the same core idea. This is issues like when a target is knocked about and due to bugs or the lack of constant position pings the target appears to be somewhere completely different. E.g hand knife causing a target to be stuck in air until it decides to move. Why isn’t there more position checks? And why and how is the game coded in such a way that NPCs and PCs can “stand” in midair. It’s just somewhat remarkably lazy coding (as usual). It’s not like it’s a certain area or specific scenario, this can literally occur anywhere.
Lastly, small AoE on attacks and small hit boxes for players and mobs. Now this is an actual Melee vs Ranged issue. The above are inherently less taxing on ranged if they are affected at all. But this issue breaks down to this, ranged has auto targeting, easy as pie landing most of their kit. it begs the question why are hit boxes so tiny and AoE on Melee so narrow (Double Punch anyone?). It’s a silly combination that makes combat almost frustrating. At least have a standard 180 degree cleave, Melee already has to stand face to face with it, AoE attack ratio is a thing so it isn’t as if they can simply capitalize on a large cleave without a significant investment in that stat.
Anyways I think that’s enough to get the idea. Some of it is bugs, but the last is by design.

