the real useful melee unit is shadow,a glass cannon.other melee units like defender/champion,totally useless,they cant against a whole army when units with range weapon are dead.so the core idea is that:melee weapon user needs some buff.leech/one more action after kill/one more hit after miss/or just simply counter attacks.
ah... the problem there is I made the character creator flexible enough that class abilities are NOT tied to weapon selection. At the moment, the items generated for melee weapons are different enough from ranged weapons that they do diverge significantly once you have passed a few shop phases.
you dont get the point,nernook.the difference between melee and range is that range is more flexible.thinking about it:when you facing two 2hp skeletions,a range unit may kill them in a turn without being hurt,a melee unit may only move beside one of them then get several hit before he can do anything.i know melee units are intend to be a tank/dps in design,but the random position system makes them often useless in fact.they cant show up in right place in time to protect range units,they cant clear summons fast enough.yes they can do more dmg than range units,but who really depends on that?dmg only do dmg when it hits or the unit survive long enough to really deal it.think about it.
true... how about melee heroes ALWAYS deal at least 1 damage? that might go a long way towards making melee a more viable choice. also, other than your melee-ranged pet peeve, what else do you like/dislike about the game?
after played for a couple hours,i must say that this game is a promising idea,but not a completed game.the balance between jobs is terrible.the range units are much more powerful than melees because two actions per turn and theres not an option called "wait" just as Heroes.melee units usually waste their time in move,when range unit already clean the house.besides,some obviously silly settings here:comparing necromancer and beastmaster,tell me the reason why i should choose necromancer?the game looks like you could choose various strategy at first,but soon youll find the *best* team setup:illusionist,beastmaster and ranger(the only setup i can use to beat nightmare),since this game needs units died to heal themshelves,but melee units are tougher so youll eventually meet Ancient Evil when threats full with a team of low hp units then get defeated in the first few turns.just another "nerdook theme" 10hrs in sight but 1hrs in play game,i feel so sorry.
*sobs in sadness that gunasuka disliked the game*
in mitigation: melee units do more damage than ranged, i have beaten the game at nightmare with various party combinations, and summoned units/allies are actually much less useful as you go deeper into the dungeon.
sometimes i prefer simple snacks to complex buffets!!