I got into a solid discussion last night about how DPS potential should work with some guildies on TS and I was interested in what people thought.
The way I see it, melee should always have higher standing DPS than ranged. Why? Because very few mechanics can punish ranged but not melee.
In fact, having played both, I find that the increased uptime of ranged provides higher DPS for me, even when I'm not playing a decent ranged class (my Templar.)
In this game, with very few hardcasted spells and much more reaction time granted to ranged DPSers due to travel time of boss abilities and so forth, I think the matter is exemplified.
For example, in Veteran Wayrest, Malubeth the Scourger has a higher possibility of dropping a red circle on you if you are near somebody else. But if you are ranged this is much less of an issue. The Grand Healing diameter is wide enough to hang at the edge, get heals, and have miles more real estate to get "un-redded" area.
Whereas, as melee, there's essentially no coping with this. The tank and you are always going to be in melee range, so you get plastered with red circles.
You can say it's a flaw with encounter design, but doing anything in my mind beside giving melee a higher standing DPS when they can get in range will ultimately limit encounter design.
This is even worse in PVP, which I personally haven't participated in because getting two-shot by invisible archers repeatedly without any means to react is absolutely horrible..........and yet another example why anybody with a two hander should be able to decapitate those people in one blow, or at the very least, be able to debuff the crap out of them.
Please also note that most evidence shows that ranged are doing more damage in melee range than melee anyway. I am not ignoring that fact, but that's a balance issue, not an issue with the encounters themselves.
What do you think?