How is that different from only having 1 physical ranged and 1 caster? Groups would just take the best job from those roles for the 1% buff and the others would be left out. Why is it ok to do that to the ranged roles, but not to melee?If you make the physical ranged deal the same damage as melee, the melee are dead. There would be very little reason to bring more than just 1 for the 1% party bonus. Groups would pick the one that deals the most damage and the other three are left to rot. With the ranged being so powerful, what’s the point in bringing more than the 1 required melee? You don’t have to worry about making uptime strats for the melee (because those strats explicitly cater to melee DPS and no one else—not even tanks benefited much from Final Omega’s uptime strat). It’s just easier on everyone, right?
This cannot be a thing, though: because you can’t have 1 viable job in a role and 3 dead ones. As it stands now, the melee need slight adjustments, but there are still 3 out of 4 that are viable: NIN is hurting and needs to be buffed (It’s 1,000+ rDPS below the other melee), and SAM could use some potency buffs because it should be on par with BLM. The physical ranged are all relatively equal to one another once you consider rDPS, though BRD is still slightly behind MCH (not by a lot) and DNC slightly behind BRD. Casters need some help because BLM utterly destroys RDM and SMN. But this doesn’t mean they all need to be buffed to deal the same personal damage as melee DPS.
Do you think melee are going to disengage for mechanics that can be performed by the ranged? Take the Ultimates for example: are the MNK or DRG going to bait Liquid Hells? What about Ifrit’s Eruptions in UwU? Are they going to bait those? What about the water puddles in Titania? You have to have 4 party members disengage to the 4 corner puddles. Do you think melee DPS are going to do that?
I’ll answer these questions for you: no, they won’t.
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