Originally Posted by
Carighan
The problem is not that they cannot be closer, they are. I don't get the request. We're currently looking at +/-6% damage output, which while not perfect (5% was a common variance to aim for in WoW for many years) is also not far apart at all, giving a maximum 14% between top and bottom. Which is given how FFXIV fights are designed far far far below the DPS check. That's the other thing, DPS checks in FFXIV are... mild, to put it, well, mildly. DPS output balance is nearly meaningless comparing other MMORPGs because it's tested so rarely. It's always a huge deal when it matters as a result, but that's more because it's so rare.
However, separate from the "why isn't our output closer", I guess we should ask "Why are the three sub-roles of DPS designed so badly as sub-roles?" to which I'd answer: think bigger, no class or role in FFXIV is well-designed, on account of the long GCD + significant netcode delay prohibiting good design and hence the devs opting to shove gameplay design into the encounters, not the classes.
It could be improved, but can you imagine the tear-floods if melees lost significant uptime like in older MMOs because being in melee reach is genuinely dangerous, or casters constantly lost 30%-50% of their casts to movement, having virtually no tools to continue while moving (their whole deal)? And in return, when standing still both did 50%++ more damage than others? Imagine how unbalanced that would be for any individual fight, and that's what MMOs used to be like before due to constant player feedback about "Muh damaaaaaage!!!" every edge got sanded off and class/role identities largely eroded.
I play long enough to know when you swapped DPS ideally for every fight. Of course most did not, but you could significantly lower the difficulty of fights if you went from 15 of class X to 10 of Y + 5 or Z for the next one, etc etc. Far more because there wasn't such a small +/- 6% gap, there was often a 50%++ damage increase from one class to the other. And some classes also worked mechanically different, for example in some older MMOs it was assumed that pet classes would not be brought to large AoE-fights because well, their pets took full AoE damage and were not affected by most heals or defensive skills and you had to manually maneuver them around GTAoEs anyways. This was just part of the expected design until WoW reduced pets to external DoTs with model graphics that also fired abilities every X seconds like some form of autoattack. You could trivially remove them at that point at no loss of functionality, but that stuck, see FFXIV now having done the same with Summoners and Scholars. Was this good? IMO no, but I can totally see why the previous design was also disliked by many people, if you were a pet class, good luck doing a whole slew of fights.