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Increased repair costs have everything to do with the economy as a whole. I was commenting on just that aspect of the post.
Edit: Reading the linked article, I see that it was a Ranged vs Melee debate specifically. On that topic specifically, I agree that they don't really get it. The advantage ranged has (and will always have) is that we can maximize DPS without really having to worry about survivability.
You arent reading then. The reason that my DH is full on glass cannon, with every piece of armor and weapon dedicated to damage dealing is because the option to gear for survivabilty is not valid. It really doesnt WORK in a 4 player game. I can get all the resist all gear I want, even with an average of 70 in each slot I will still get one shot. Melee should know this better than most.
This means I go glass cannon and do more damage than you by magnitudes because its my only bloody choice. You decrease damage by 45%, remove some of the spikiness and issues with bees and other cheap mobs, and all of a sudden I have an option. Especially since glass cannon farming is being killed off by extremely high repair costs. No more death zerging by chaining smoke screens and unloading my hate then dying after my prep and discipline are gone.
All of a sudden, I have a reason to gear for survivability. Looking for armor pieces with 70 resist, vitality and +armor matters now because it actually has an effect. And in the end, doing 50k dps, but dying 10% as much as I used too is a fun and rewarding tradeoff. And in order to get those stats, guess what I sacrifice? Damage.
Some classes will always do more damage than melee, its designed to be that way, 30% more damage for Wizards DH and WD, and some classes will always TAKE less damage than others, 30% less damage taken for Barbs and Monks. Its supposed to be that way, its the way they designed it.
So yeah, what is it exactly that they aren't getting? Because that whole post makes perfect sense.
A trade off that ranged does not have to take a part of. That's the issue, and I really don't see how it can be fixed.
This is stupid, what dreamworld are you guys in where glass cannon builds arent taking part in less defense? You think we are running around blowing shit up and not dying? Glass cannons die ALOT, ranged dies ALOT, and they will even more with the changes to things like Mortar discussed in that post that will prevent them from being able to cheese their way out of facing the consequences of low survivability. Especially if they dont adapt and cede a ton of that dps for survivability stats post patch.
Sometimes I think people see videos of a DH killing some inferno pack with the perfect affixes while kiting flawlessly and extrapolate that to the entirety of Inferno. Thats sort of like me posting a video of a Barb kiting a ghost around one of the Act 4 teleporters while Tyrael kills him and saying "Oh see! Barb survivability is fine! They barely take any damage at all!".