Defence isn't suppose to be equal between classes.
Strongest: Melee
Average: Ranged
Poor: Magic
However, the reverse is suppose to be the case for damage (in terms of damage per second).
Strongest: Magic
Average: Ranged
Poor: Melee
And this was the case for quite a long time, though many would disagree on the basis of cost per damage per second. However, some of the issues come down to structure; in team-play scenarios magic shouldn't take melee damage at all (pvp is a different ball game).
Combat lacks an aggro system. Enemy AI doesn't take into account all enemies - only the ones fighting them. Ideally, a melee user should attract the attention of all/most melee enemies; most magic and some ranged users will then folly the melee brawl; and the remaining ranged users snipe the magic users. However, the 'most magic and some ranged' shouldn't cause the melee users to change their attention - which is where the system falls.
31-Jan-2011 14:02:05