Yeah, seriously, melee characters should basically be the controllers who are throwing down slow and immobilization effects, while ranged should mostly just be lightly armored DPS stuff. Another main problem with 4E too is that the wizards don't really have that bad defenses, so it's not even really like you've got to protect them as much as you had to in prior editions.FrankTrollman wrote:
The problem is that they gave each character type self-synergy and didn't give any character type cross-synergy. If melee guys threw down slow effects so that the ranged attackers could stay safe and ranged guys through down melee de-buffs so that the front liners could cleave through them then you'd want both groups in some kind of ratio. But since it's the other way, you just want to grab one tactic and super specialize the entire party to do it super hard.
Mostly, in 4E you're happy if damage is being divided amongst the party. That's all you really care about.

