This is less of a suggestion, and more of a thread for people to discuss the current state of melee damage, and suggest their ideas regarding it.
Let's say you were given Delf's position of Developer. You can edit the classes, and their damage values(Given it is approved by Kainzo) Then have it pushed to the live server.
So here's the golden question for you guys:
What classes Except For Healers, and Casters would you change?
(Please Include: Pyromancer, and Disciple - they are melee)
Note:
I created this thread due to Rogues and Warriors having similar damage(40-70), I feel that fights aren't effected as much when it comes to melee damage because of this, and people get away with not actually using their weapon as a important source of damage output. Teamfights also seem to be dominated by Healers, and Casters with the new balance changes.
I think something you're not taking into account is that caster classes also had their damage nerfed severely, and have to invest a ton of points in order to get their damage back to near the levels we saw last map.
People are looking at base damage and not adding in the extra 10-15 damage you would get from putting points in strength, nor the fact that a lot of the melee classes have damage steroids (e.g. berzerker (rage, provoke, frenzy), backstab, runes, soulfire, warsong, etc.) that increase the amount damage that right clicks do.
Wizard has to get up to 35-40 points of int just to do similar damage to what they were doing last map (that's about half of your total attribute points). The increased mana pool is really marginal at that point.
Endurance means that most caster classes are wearing around the equivalent of full leather (often in iron), but have significantly less max armor (gold was an expensive investment that got you up to 5.5 armor bars). You also have to dump a lot of points into an otherwise useless stat (whoo +stamina /s) for a marginal increase in surviviability where most of the time increased constitution is your better bet.
Constitution means that most classes have more health than they used to. That actually helps melee damage more than magic damage, ignoring the fact that it gives magic resist. Magic users have a set amount of damage they can do, limited by their mana pool. Melee users have consistent damage throughout the fight, and warriors have the survivability to deliver it. This change has helped all the classes,
but on balance helps melee damage more than magic. This is probably why you don't feel like you're not doing much damage, but I also feel like I'm not doing much damage.
I've always thought that there's a bit of triangle (not hard counters, per se, but favorable matchups) between caster, rogue and warrior. Warriors have armor and health to beat rogues, rogues have silence and damage buffs to beat casters, and casters have armor piercing magic but lower health to do well against warriors.
Teamfights have always depended on tanks, aoe and heals. If you don't have a healer you're prolly going to do poorly. The PvP tournaments have shown that it's crucial to have a healer class to give your team sustainability. If you're a tank of course you're not going to like magic damage, it's the only answer to most warrior classes. From my perspective I hate it when I have two ninjas and a runeblade coming after my ass in a teamfight, we all don't like classes our classes don't do well against.
I'd say take another look at your attribute points, include a bard for warsong or a mystic for might, use some speed pots to close and you'll be noticing the melee damage a lot more. As a wizard I'd say that melee damage is quite strong enough, I still get crushed if they slow me or close and I start getting bashed on.
If anything I'd say nerf constitution health gain, it is by far the best attribute.