Melee have near 100% uptime and Casters have multiple ways to survive this uptime correct?
Ok, well here is my question…How exactly is a Caster supposed to stop a melee with near 100% uptime with a movement ability, mitigation abilities, stuns, and interrupts with the added bonus of near 100% uptime which of course they use almost simultaneously in a HIGH DAMAGE environment exactly?
Seems to me the problem with Melee vs Caster is in the ramp up time and the continuous up time to actually get the job done being VASTLY different…Melee is FAST and Casters are SLOW, but the damage is the same? Nobody saw that as a potential issue? lol
The craziest think is you would think the person with a cast time would and should do more damage but that is never actually the case…