Imo, ranged careers aren't a good idea

I disagree almost entirely. On difficulties where everything one shots you if you have less than 80% health 50% regen is meaningless. Sure it helps prevent occasional chip damage and FF from ending you but it has no impact. It makes her a glass cannon with no mobility, as I said replace it with mobility or restore it to functional.

Yeah I get that, and I’m still playing. which means I’m still enjoying it but I find the fluid move from ranged to melee great versus… beam staff or you know bounty hunter or slayer (fter i love slayer just give the poor dwarf some relevance more often a problem the OP is bringing to light). I’m just saying i think the whole ranged vs melee argument is more about dross in the build options than either method being overpowered. Melee could feel much more relevant if some of the traits had meaning or perhaps if kill or die wasn’t such a staple. DPS at range will always be the ‘meta’ in a kill or wipe game.

I can see that, I was refering tot he rinse repeat weapon attack cycles that are basicly RSI systems. Also a lot of what you’ve discussed are what makes those weapons simply not as good. Sure you can go out of your way to try a weapon that does not perform weell but at the end of the day the ability to mitigate heavy armoured high HP enemies is at a much higher priority than any other ability. Horde clearing can be done effectively with most weapons, the alternative if not true. It can be done, it simply lacks effectiveness and thus punishes you for diversifying your options. Weapons that clear hordes well should clear hordes very well, if they’re going to compete with weapons that clear patrols well that also clear hordes well.

meta setups themselves are opinions, but its clear that glaive took a hit and now its daggers, flails are in desperate need of ‘something’ to make them the horde clearing weapon of choice vs almost any of the non horde clearing weapons available to salty. The experience as a whole isn’t about how you or I, or the OP experience it, but rather as it is experienced as a whole. As a discussion of game design we need to address the meta, as a discussion of why none of my friends play this game any more :cry: we can pick out any number of issues and many of them come back to that same meta.

Also a lot of these opinions really only exist in Public games, as party composition goes a long way to resolving this. Perhaps if you couldn’t build the same archetype with each party member. Still it is clear that public play is the intended play since it is rewarded via quick play bonus a system clearly designed to offer single players a guaranteed group.