Sorry Wasn't as clear as I thought I was being. Lets see if i can make this make sense, or if my sleep post last night was just too incoherent to salvage.
ah okay,
What I mean by this is that picking up a mechanic doesn't actually make anyones job easier, as in less button pushes, more damage, etc. directly. The mechanic has to be done, that doesn't some how make other jobs easier to play when it's done, it just get completed and then the fight resumes. My way of looking at this is if you had a team of 4 melee, well 2 melee would still have to do the mechanics, but then the other two melee that got lucky with having no added responsibility still would just do their regular thing. the melee taking the mechanic makes his own life harder by doing so, but has no impact or change on the others beyond clearing the mechanic. So the idea that "ranged dps somehow make other jobs easier" doesn't work for me. Its the same way that a Melee user LB3ing doesn't make anyones life easier. It's a personally responsibility they take on that will interrupt their rotation and hold them still for a good while. It adds dps to the group, but its doesn't make anyone elses job easier, its just one of the self sacrifices expected in the fight.
That does make sense. So now I see what you are saying, and now realize im just arguing perspective/semantics. I look at that situation and say, "it sucks theres no one around that can take that responsibility I'll have to lose the dps" you look at it and say "Its easier for me if someone else takes that responsibility" so that makes sense.
I more said that noting a piece of the 100% skill ceiling. Skill ceiling refers to the absolute farthest a class could be taken, IE even better likely than the 100th percentile player. So I am referring to the ability the player has to perform at that level. For melee players and casters our perfect play will still often have breaks in the rotation and flaws in uptime. E2 is the exception to this depending on some luck and perfect tank play as well. There is of course a lot more that goes into a ranged perfect run than just 100% uptime (optimizing for buff/raid dmg as one example, dealing with rng as another, properly managing dots for downtimes. etc.)
Again yeah were just looking at it differently. When I think of things making other peoples lives easier I think of direct effects. like tank using mitigation on an ally to save them from life makes healers have to do 1 less raise. Or ranged shield samba etc. means potentially less heals have to go out. etc. I don't think responsibilities make anyone's life easier because anyone could do them, they'd just suffer more drawbacks.
Do you mean casters being excluded to my random idea counter-strike buff?
I dunno maybe they shouldn't be, but if they and phys ranged both shared the ability, im sure some gigabrain BLM would try to find every moment they could triple cast and line it up with some mechanic and then declare his dps is more important than the phys ranged. BLM's already have the privileged to command people around for their perfect numbers. Id prefer not to add more fuel to that fire. BLMs actually literally DO make other people's jobs harder in pursuit of their perfect dps.
Another example of something i would define with skill ceiling instead of difficulty.
Skills like trick, Embolden, tech step don't make peoples lives directly harder (difficult) but rather they raise the skill ceiling because now the player CAN adapt to fit in more dmg during it's window.
I hope that all made sense. If not oh well @_@
I am interested to know tho. The more I've thought about it the more I actually like the counterstrike buff ability idea. Give ranged direct role based incentive to handle the trickier mechanics, AND to maintain their rotation during those mechanics since mechanics would become an alternative buff window. It'd be very satisfying to play around.