OK, I had this discussion a bit in OOC the other night, and after checking with Wold to make sure I wasn't talking out of turn, I can comment on a few things.
First off, and perhaps most importantly, please realize melee DPS is NOT being ignored. Yes, we have not talked a lot about it publicly. I can tell you, however, that internally it is a hot topic, and has been for quite some time.
Then why is nothing apparently being done? Why are the newbie quests getting supposed priority?
I alluded to this in OOC - the changes are NOT as straightforward as you might think. As I work through damage calculation conversion right now, I am struck by just how complex it really is. To add to this, it's important to consider there are longer-term things on the horizon...most notably the style system.
With 3.0, we will be getting more flexibility in what we can offer, and while we haven't talked much about this, it's definitely going to be a big win for melee folks I think. But, we have a problem insofar as any changes we make NOW need to take that into consideration. Otherwise we end up with the following:
- Make a significant upgrade to, say, monks today. Monks get a nice surge in base DPS, maybe other classes to a lesser extent.
- 3.0 comes out, new styles start to hit, and we need to ratchet back base DPS to focus on providing maybe something situational or switchable (don't quote me on this, it's all theory with absolutely nothing coded for it), or now monk DPS way outpaces rogues or some such
- Monks (in our example) now see a nerf, and the balancing game has to start all over again, with some classes now out of whack, and monks in particular feeling shafted. Gear decisions and other factors may now be, in retrospect, problematic, and everyone gets annoyed.
I use monks here specifically because I know they are getting serious thought. Balancing is a very tricky art. I'm always impressed with the discussions I see back and forth about it, and what's being thought about.
So what happens for now? It's still being discussed. There were some really good ideas mentioned, maybe some will be incorporated, I'm not sure. What I do know is that the input is very appreciated, even if we don't necessarily agree. Please don't take silence as ignoring everyone - the folks who work on balance and such have tons on their plate. I volunteered to post because I like doing it and I have a few spare cycles, but the notion that the dev/admin team "doesn't care" or is ignoring player input, I can categorically dismiss as not true. We just maybe need to provide a bit more feedback in this area, which I hope this has.
So, in short, melee DPS is indeed being looked at (with monks getting some specific attention), but there's nothing specific to share yet. Balance is always at the center of all this, and the transient state of 2.0 to 3.0 doesn't help in terms of being able to offer up immediate solutions, though we will do so where we are able. Please keep the (respectful) feedback coming, and we'll do what we can to at least acknowledge things when appropriate.
As a postscript to answer the newbie quests question, which has come up a lot: those quests were reasonably easy to implement, didn't need a whole lot of consideration in terms of balance, helps make life easier for new players (which everybody likes), and provides a nice mini-project. Things like that really don't impact the bigger issues - they just aren't large enough.