tarashon wrote:In realitet the front melet is only surposed to survive due to buffs and heals from the group sine if the were not nede the melet can solo everything him or her self...
Well, buffs and heals are two entirely different things. You could have an environment where the melee needs buffs to survive at all, an environment where the only available healing is from other characters, or an environment with both. Or, to rephrase, it is entirely possible to stop the melee from soloing content simply by limiting his access to one or both of the above.
In this case we're talking about enemy spellcasters spamming Fireballs -- which is pure damage. Let's look at various buff spells divided into defending against physical attacks, effects, and spell damage:
Physical
Mage Armor
(Mass) Haste
Improved Invisibility
Shield of Faith
Magic Vestment
Bard Song
Barkskin
So that's quite a few bonuses that a group can give a melee to help them survive.
Effects
Protection from Alignment
(Lesser) Mind Blank
Protection From Spells (sort of)
Clarity
Negative Energy Protection
Death Ward
Freedom of Movement
Spell Resistance
Lot of effect protection there, ranging from mind spells to ability/level drain to death magic to Freedom.
Spell Damage
Spell Resistance
Protection From Spells (sort of)
...that's not exactly very much there.
And the healing spells? Ranging from the Cure Wounds line to (Mass) Heal to Protection From Elements? Those all require the caster to be in melee range of the melee character...and thus ALSO eating the Fireballs to the face.
tarashon wrote:All in All Though... The higer level the higer ned for groups and if only one melet taks the heat witout prober buffs it ballancewise proberly should Mean det sine Else the groups is not neded. ..
*shrug* As you can see above, the "proper buffs" in this case literally means "Spell Resistance" which requires both a Cleric/Druid AND that the Cleric/Druid uses that specific level 5 spell. There aren't really any other relevant buffs to prevent spell damage.
In general, I think part of the problem is the server sets up the expectation that melee need super high AC, should almost never be hit, and should have enough regen to compensate for being hit. This tends to make things, especially versus spellcasters, very binary -- either you get wrecked nearly instantly or you're fine.
Imagine for a moment that every character got a potion with 5 free Heals per day (and less/no regen), mobs hit for less, and mobs had more AB. What would that mean? Well, suddenly melee types are going to see their health actually drop constantly (but not get hit for 15% of their max HP when those swings do connect) AND those melee are limited by their Heal uses -- which means both that they have a need to rest and that a pack of mobs can require a group because otherwise the melee won't be able to kill the mobs in time before he runs out of healing.
I mean, hell, I have a multiplayer testing module (that I made 5-6 years ago while working on stuff for a PW) set up where *everyone* gets 10 full Heals per day (as an instant feat too). But good luck soloing any of the group bosses in there! Ain't gonna happen (minor exceptions may exist for mages/clerics for the first boss or two in the two three man dungeons due to bursting with Epic Spells). Can show some stuff in there that you might find interesting at some point.