As it should be. The trade off to that is the ability to handle things that will actually kill you.
Waystalker gets the ability to kill specials (and some elites) from free fire
As does Sienna which also gets the ability to ace tankier elites
BH outright can remove targets (and does this for CWs)
Ranger Veteran DOES get a get out of jail free card which also conveniently is attached to being able to murder elites, specials, and hordes.
Huntsman gets to go invisible and then ace elites.
At this point in Legend, nobody should be dying from a raw horde. People die from elites, specials, and the occasional boss spawn all during a horde. People now regularly ace patrols regardless of what jacked up situations pull them. Mob grinding and situations where your “get out of free card” is applicable is a job that anybody can and is expected to do. Dealing with jacked up situations such as pulling two sets of 5 berserkers or eliminating two horde chasing hookrats are situations that somebody with a special/elite deletion button or state (every single ranged character) excels at. And as stated before, that’s fine. In this aspect fatshark created a balance when comparing skills to the other for the jobs that they’re supposed to do. The problem is everything else.
Ha
Sienna can fill her ult up in seconds and that’s another topic altogether.
ult timing is based on impact. Something like Waystalker is (1:10) shouldn’t be if WHC’s career skill is (3:00) but no longer the 100% it had touted from the beta.
The only melee centric careers with spammable ults are Foot Knight (to an extent), Handmaiden, Slayer, and though nobody plays it that much Battle Wizard. And you’ll be hard pressed to find anybody that agrees that Battle Wizards teleport is anywhere close to as good as around corner high-priority special/elite deletion of Waystalker or BHs/Pyro/Huntsman’s ability to just delete a high priority target while also doing great damage to bosses. (Bosses being a topic you really don’t want to get into right now)
Lastly
Melee doesn’t need to be more forgiving. When you get close, you need an appropriate risk of taking damage. This risk needs to be proportionately higher the higher the difficulty goes. You mitigate this risk by (where applicable) using your ranged weapon. For the characters that can, you can also use your career skill. Thinning elite clusters, safely dispatching of specials, and even removing large portions of a horde. You would then, upon doing sufficient job CLEAN UP with melee.
We’re at a state right now that every single elite and every single ambient can be shot from safety with impunity with no real thought to conservation. Which is where the problem stems. The ratio is all jacked up. Ranged careers and melee careers should be neck in neck at baseline. Ranged doing 40% of a map with ranged should be where we are. If you get an ammo pickup, well that’s more of a map. Melee careers obviously shouldn’t be as good as ranged but still engage in it (for elite and special deletion) and Ranged careers shouldn’t be as good as melee but still engage in it (ambient clear and some wave clear). Unless you’re Sienna anyways who needs her own specific sets of tweaks but is very close to being in that sweet spot…
Speaking out against this particular goal of equality is just wishing for things to stay out of whack. And again it’s clear fatshark is listening. They may have overnerfed Huntsman a little bit but it’s certainly a step in the right direction for ill or woe and really good on Ranger Veteran. My performance at a similar level to my slayer, is at a similar level as opposed to being able to do garbage like this
in every single game without thought or care.
Since this nerf, it’s nice seeing my performance on two different careers at equal skill levels yield equal results in situations that they excel at. Funny how that works when things get closer and closer to balance.