I donāt agree. Youāre hung up on the balance of their weaknesses but youāre missing out on why ranged classes have their āflawsā to begin with.
-High Cooldowns and Channeling: Have you not noticed how long ranged dps can continuously keep pumping out damage in an ideal situation? If a character has no or limited contact with the boss mechanics, then the only way to decrease their constant dps is through cooldowns and channeling restrictions. Otherwise they could have literally no downtime in damage aside from the occasional boss mechanics that get within range of a ranged character.
Also, high and low cooldowns encourage very different playstyles and risk/reward sets. High cooldowns and channeling mechanics encourage a more elusive and in passive playing style that fits with ranged or stealth characters. Where low cooldowns fit more for brawlers and other melee dps to encourage a higher risk to get their reward. It also encourages them to get close and stay close to enemies in order to constantly pump out dps. Thereās also cases like channeling melee, but iām sure you can imagine how that must be balanced by now.
-Frailty: The frailty of ranged DPS is because of how limited point 1 is once ranged characters can continuously pump out damage (Like Fletcher). Surviving 2 or 3 attacks on a ranged character is big only because they seldom get hit to begin with.
Melee DPS on the otherhand NEED a decent hp pool to work with. Simply because they have much more to account for in most situations. Frailty is relative to the position you hold most often afterall.
-Now on damage. Theoretically, melee should have a higher possible damage range than their ranged counterparts because of how unlikely theyāll be able to reach that theoretical limit. Where as ranged classes are much more likely to make their own theoretical limit in more situations. May also want to factor in that magic doesnāt miss and that archers virtually donāt miss as well.
So melee wielders āshouldā have more damage than ranged dps, if played perfectly on a pushover of a boss. While having an average that ranges below or above ranged dps. Along with a substantually higher health pool. #2cents