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But yes, I will be adding/re-vamping weapons soon to give players more options to combat. I will also be taking a deeper look at making skills more useful (beyond just damage numbers) later on too.
I mirrored your sentiment when preparing my own team, but I found that a big problem is that combat's current pacing rewards acting quickly at range since by the time your melee combatant closes the gap a lot will have happened in combat. However, I hadn't realized that the AI would prioritize the most forward unit, so that can certainly help me in later fights.
Still concerned about the hit rates for the sarissa, I think melee weapons should have a much higher chance of landing a blow than ranged weapons due to the trouble of getting close to the enemy.
From what i seen Zafra? (pink hair) soldier. Soldier is a very solid melee front line, the other more like hybrid. All i did is focus on HP, Str, and Def (basically if not 100%). She becomes a tank, even with a self heal.
Everyone else is kind of actually weakish compared to Soldier. Sort of like a Paladin, cause it has a self heal or perhaps more. You got charge (straight line attack into enemy) and even dash (a free movement ability). Mobility, defence/self sustain abilities, good damage. Now consider all that (and experience it) with support.
Combat certainly does need polish and balancing done to make it better then smash contest. Part of that is the skills, skill trees, level cap, stats caps. Hopefully the game actually have caps and use that for some very nice fights with rewards.