sanka wrote:... just annoying to swap to melee all the time vs. a week enemy.
This by itself is a solid argument in favor of adjusting the ammo system.
Even without any ammo system, however, ranged weapons would still be different from spells, evocables, and melee. Spells use MP, evocables use charges, and melee features many mechanics not available with ranged attacks, including auxiliary attacks, cleave, and a variety of brands that aren't seen on launchers, barring a few exceptions on unrandarts. Mechanically, the ammo system is just an MP system that recovers faster outside of combat and doesn't recover in combat, with an arbitrarily fluxuating maximum depending on RNG and punishing frequent use. It's completely irrelevant as a limiter on characters who primarily fight and melee and pick up ranged weapons as a secondary option to deal with dangerous ranged attackers, and a source of annoyance and frustration for players that choose it as their primary combat option, training melee as a secondary option solely for the sake of preserving ammo. Even if it were desirable to force players to train a melee weapon to survive as a ranged character, ammo isn't even an effective tool for that, as they can simply allocate that skill xp to a different ranged weapon type instead.