Currently the melee has nothing to do, AGS is forcing us to have to play with bow or musket, and rapier, there is no choice.
A player with a heavy axe and hammer is disintegrated by the ranks before he can get close, this is turning New Wold into a shooting game.
It needs to be balanced urgently, so that an opr is not all bows, and there is variety. In addition, the rapier should eliminate its defensive ability, since with this weapon you are already superman, no one will be able to catch you if you don’t carry a bow or something at a distance like the mages.
In short, we can only play in pvp mage or bow, everything else is useless.
Should be given an option to a melee to hunt at a range or avoid dying before arriving.
Among the possible solutions I think the best is to increase the vitality of shields and heavy armor, and increase the resistance of heavy armor, which right now is not played in pvp, as it is slow and what gives the armor does not compensate at all. In this way a melee would have a big incentive to wear heavy armor, it will be first line of battle must withstand enough, not just 3 arrows or two fireballs, you must have the option to reach the front line before 3 arrows kill him, and if you are tank heavy armor should make you a hard nut to crack, (with almost no damage), but to kill you (without healers) have to attack you several players simultaneously.
I see that improving the shields and heavy armor is very urgent, before everything is bows and mages with rapier, no need for nerfs, just adapt this armor.
This way we would have:
-Mages with a lot of elemental damage with light/medium armor.
-Bow/musket assassins with light armor
-Tank with sense if they modify the heavy armor
-Healers with light armor
-DPS, with light, heavy or medium armor, depending on whether the player wants more damage or more defense, here we can find many valid and competitive options, even with the heavy one if modified.
Conclusion:
Heavy armor must be boosted to make it competitive in pvp and urgently. For me raising the vitality and armor rate by 20% would solve the problem.
-LIGHTEN 20% DAMAGE
-MEDIUM 10% DAMAGE
-HEAVY: 0% DAMAGE 20% OF ARMOR