Archery shouldn't be more powerful than melee combat; in fact, at most levels it should probably be weaker except in ideal circumstances. The game's just more robust and entertaining at close quarters, one of the many reasons why the dungeon remains the most popular default settings.
And the archer's hardly useless against the monk, he just has to work a little harder.
* Against a hidden archer, DA is useless. An archer with a ring of invisibility (or with a buddy casting greater invisibility on him) is still pretty dangerous.
* Against an archer with surprise or initiative, DA is useless until the monk's first action. The sniper can still cut down the unwary monk.
* Against an archer with Rapid Shot, all DA does is negate the beneficial effect of the feat (the extra attack), leaving the archer with the same attacks as he'd normally get, with a -2 penalty.
* Against an archer with Manyshot, all DA does is reduce the damage by 1/3 (and really not even that much, if you have any bonuses from precision and the like).
* Against an archer with none of those advantages, the monk gets to turn one attack per round into a miss. That's it. The archer's still probably making more attacks per round against the monk than the melee guys (since the monk's moving around too much), meaning that even with DA, he probably gets more attacks per round on average than the melee types.
Andy Collins
Senior Designer
Wizards of the Coast Roleplaying R&D