ANet needs to do several things to make dungeons for melee possible.
THE main problem is: Normal attacks hit too damn hard.
1. Decrease melee mob damage by around 30% across the board - then add a special attack to each and every melee mob that has a, say, 0.5-0.8 second wind-up and deals hefty damage (example: 120% of a current hit).
You know, sort of like the centaur charge or many other special attacks found in the wilderness, just with a way shorter wind-up and a good damage bonus. Noticeable but not too much reaction time.
2. Make the mobs execute these attacks at a rate higher than dodge refills, so not everything can possibly be dodged and support skills are still necessary, but let's say a good 50-60% of these attacks can be dodged IF you're up to your dodging game.
I mean: What use is dodging if every single regular melee attack hits so hard and has an animation that's damn near undodgeable anyways?
What do you think?
EDIT because many people misunderstand this topic:
I do not want the dungeons to be designed in a way that you can just stand there and melee! You're going to have to dodge and react a lot. Challenge, you know? But the current way things are designed, especially auto-attacks and "instakill projectiles", makes meleeing completely INEFFECTIVE. Melee gets a small damage bonus to "compensate for not being able to DPS 100% of the time", but this bonus is WAY offset by having to stay out of the fight 60% of the time currently. There is NO reason NOT to go ranged. Especially since the dodge mechanic actually gives way more advantage to RANGED, because you can see, react to and dodge incoming instakill-projectiles! Not to mention kite.
Edited by ph2001, 16 September 2012 - 04:57 AM.