What I find interesting is how we are told over and over that the perks and skills are designed so we arent pigeon holed into one play style but that that is EXACTLY what it does. Good luck being pure blunt, or pure blade. It isnt happening.
At SOME point you need some points in ranged. Sure Jonah can show us it can be done but he is the exception to the rule not the normal. Try to be a Michonne in 7 Days. It isnt happening, ever.
So just how diverse are the gameplay and the perks if eventually guns is the only way to go after a certain gamestage.
And end game blade and blunt weapon could go to alleviating this problem a bit. A Katana? Or some sort of Saw Bat/Spiked Aluminum Bat?
Only melee weapons that are viable later on are probably sledgehammer and then clubs, the rest, not so much, they lack the range, or damage, or crowd control ability, or a combo of all 3, or even all 3 in the case of knives. Perked sledge, you'll almost always be knocking zombies down on the first or second swing no matter what zombie it is. This is the only thing that makes sledge viable later, a downed zombie is no longer much of a threat. A power attack with sledgehammer will generally knockdown anything even with body shots. So if you got a runner, aim a power attack at its torso for knockdown then go up to headshot it for the kill. With clubs, their main way of knocking down is via power attacks, any power attack has a high chance to knockdown when perked into it, and with sex t-rex club power attacks are extremly low stamina.
Mind you as you stated past a certain gamestage its just easier to go ranged, as it has the dps to kill things much faster, plus the saftey you don't need to get close.
As for the perk thing I agree, your pigeon holed into certan stats if you don't wanna totally suck at things, like without miner 69'er/motherload, it takes forever to mine anything and you get crap resources back, so everyone is going to need at least 3-5 str. In fort, living off the land at least 1 point is needed (more is a waste imo), healing factor is great later on as it saves quite a bit in medical supplies. Pain tolerance stacks nicely with armor and being immune to stuns is wonderful. Since were mostly pigeon holed into str and fort, I just run with str and fort weapons, Sledgehammer and shotgun from str, and machine guns from fort. I don't even touch the rest of the weapon perks are they are rather.. garbage compared to the str melee for melee, and the shotgun/mguns, especially mguns are the best guns lategame. Shotgun was made great in a18.2, more damage, more effective range, but very sharp damage falloff at block 6 and up, with 10 blocks resulting in 0 damage done. Its a close range handcannon that always stuns so if the first hit doesn't kill them, the 2nd will and they are slowed to a crawl with that first hit.