I don't see any gamebreaking issue with ranged damage right now (perhaps slightly too high, but I'm likely biased in the matter so I'll leave that discussion for elsewhere). The issue is that they don't need any support to play well. Due to light armor and medium-high agi they can outrun almost all melee.
Melee could get lighter armor to chase down archers, but then they die almost instantly from the arrows, not to mention they become less effective in melee (you know, their class?).
Melee could also get heavier armor and survive more shots, but then they become so slow that they absolutely CANNOT catch archers.
Assuming you don't use an unsheathable weapon, and have an extra slot, you can spend a few points and get a shield, but that, once again, doesn't work. All having a shield out does is make you slower while blocked, again can't catch the archers, and if you aren't using a 1H and turn a corner with your shield out and meet an enemy melee, you are dead. I carried a shield for a gen to try this, and I did far worse against archers than I do now, simply because they can kite you without any effort if you have to block every time they turn around, as due to their light armor they have very high acceleration.
I've said this a few times, but what we need to do is drastically reduce movement speed if someone has a bow equipped, and also somewhat reduce movement speed of people with an xbow equipped. Lastly, make ranged only deal full damage if their target is a certain distance away from them, if the target is closer, they deal increasingly less damage. Say, 10 meters is the minimum for 100% damage, every meter closer reduces damage by 10-20%. This way, archers need melee support, as they can't run without dropping the bow, and they can't shotgun.