Thank you for choosing my question. The meaning has been misinterpreted, so I will rephrase into two questions that hopefully are clearer.
1. What lead the development team to change the vision of Beastmaster from a pet-focused job with some melee prowess to a completely melee-focused job with pet status enhancements to master similar to Dragoon?
2. Why is the player vision of playing Beastmaster wrong and not considered for change?
For example: We were told Ninja was not envisioned to tank with Utsusemi, but enmity gear and Yonin was added to support that playstyle. White Mage's Esuna/Sacrifice was changed back even though the vision for using them was different. I feel us saying Beastmaster is not fun this way should be given the same consideration.
Almost all of the job abilities for Beastmaster are focused on the pet. Beastmaster's special abilities Familiar and Unleash are focused completely on the pet damage. It is very similar to Summoner. So I'm trying to understand why the distance changes are necessary for game balance.
Beastmaster does very weak pet damage now compared to Puppetmaster and Summoner. Puppetmaster in particular can also melee with their pet and are actually built better to do so. Puppetmaster is allowed to be at a distance and this does not hurt anyone.
I don't feel we are trying to exploit the game by wanting more distance to execute pet abilities. We simply want to return to having fun with a job that we love. Commanding our pets with a wider distance makes battle flow better and makes it easier.
I don't think there should be zero risk but I feel if it's acceptable for Summoner and Puppetmaster, then it should be for Beastmaster as well.