People that commiserate melee builds are clearly people that don't know how to play yet. Simple as that...
It's really simple for me. You yet don't know how to play those classes and instead of learning you cry at how bad the controls are. There are some things that don't work so well? Sure. The game is anti-melee? Not at all since, again, the most powerful builds are melee in this game.
Commiserating about faults in the melee combat system is not the same as commiserating regarding melee builds. Simple as that. Also, the diatribe is left in the quote in the hope that you'll see it for what it is and either switch modes of communication or stop it altogether.
Difficulty should be about combat mechanics like switching targets to maximise efficiency, using abilities that break certain defenses, and timing evasion/movement techniques that do not require specialization points that are already scarce. It should not be about fighting the game mechanics to make your character do what they can already do in other modes of combat/gameplay. In case that last bit is too vague, I am referring to archer characters' ability to move in the direction that they choose while firing, and the fact that DAMP has a sprint, but single player does not. Why I can't strafe left while attacking as a rogue is potentially understandable (even if I disagree with it being absent when it's present in other similar games), but why I can't sprint in single player when the functionality exists in multiplayer is incomprehensibly lame.
Also, since I can't find any, where are the 40 second dragon solo videos from all the warriors out there? I'd love to see them, since melee is, in your words, the most powerful builds in the game.
Finally (because I love doing this stuff), regarding the intent of the thread and the direction it has been moving since its inception, a large chunk has been about game mechanics, as evidenced by the following which, with the exception of the OP, includes only one post per poster (because I wanted to avoid redundancy, not because these are the only posts about melee mechanics vs. ranged mechanics):
...That makes the fight relatively challenging for DW Rogue on Nightmare, but that's not what bothers me. The irritating thing is that he does nothing to combat ranged DPS. Seriously, he just sits there getting pelted; never barriers, never moves, just sits at range firing a measly bolt at your tank...
This isn't the only example but it's one of the most jarring ones. Why is this game so easy on ranged characters?
...I think a big problem with enemies that AoE in melee is how unresponsive the controls feel at times. Without a sprint, the best you can do is spam the disengage button to get away from AoE attacks quickly, but that causes your entire team to disengage. I really don't understand why DAMP has a sprint, but single player doesn't.
...Don't get me wrong, I don't think the Alexius fight is hard, and I don't even think it's impossible to keep a DW Rogue involved and alive, I just think it's stupid that he, and pretty much every other mob, has a billion anti-melee implements and absolutely no anti-range. It bothers me that the most effective way to handle that fight is by benching my Inquisitor and letting my range characters auto-attack him to death, because my range characters will never be in any danger.
...The problem in DAI is that the difficulty drops down suddenly later on and that certain mechanics aren't very well balanced out. Both on the player side and on the side of mobs who hit 360° with melee moves.
I am pretty sure this intentional - it takes about 5s to finish an attack chain, making it impossible to avoid the triple mines/telegraphed dragon claw attack/whatever unless you have an evasive ability available to interrupt the lengthy attack animation.
Funnily, ranged rogues do not have this restriction (you can move and strafe while firing, but you can only lunge forward while using daggers, swords or two handed weapons)
The stupidity of this design choice boggles my mind. So an archer can freely move around while shooting, and a melee fighter is limited to attacking in a straight line? I know this is a power fantasy and all, but it is just ridiculous even by fantasy world standards...
I thought I was done, but then I realized that I'd forgotten about this:
Listen, you are so obviously (really, it's obvious, stop it) trying to steer the discussion now ONLY on the control scheme issues but maybe it is YOU that should read the thread as it is evident that the complains are NOT specifically about the controls but on the way a melee class approaches combat...
I agree, we shouldn't be talking about how melee classes control, we should be talking about how melee classes approach combat, which has nothing to do with how they control. It's that simple. /irony