I think they should give ranged casting stances again for increased damage output when they don't need mobility, the way that they got gutted and then bloated them didn't make any sense, the damage difference should only be a couple thousand, currently i believe if they cannot find a way to increase the skill ceiling of ranged jobs it will end up being a lot of trouble.
I do not agree that an average melee dps is ahead, Please read the follow.
Legend : Job : Minimum DPS - Maximum DPS, ( " = - " Skill Ceiling Disparity ) N= Number of fights, Data-pool, E5S-E8S, All RDPS
SMN 15,613.84 -18,277.44 = -2,663.6 N=25,678
SAM 15,493.26 -18,238.72 = -2,745.46 N=22,991
BLM 15,533.46 -18,232.88 = -2699.42 N=13,234
MNK 15,198.62 -17,758.58 = -2,559.96 N=12,881
DRG 15,054.07 -17,588.03 = -2,533.96 N=27,996
NIN 15,157.65 -17,527.45 = -2,369.8 N=17,170
RDM 15,027.03 -17,464.81 = -2,437.78 N=14,067
MCH 14,875.23 -16,622.81 = -1,747.58 N=17,821
DNC 14,237.44 -16,573.73 = -2,336.29 N=16,270
BRD 14,303.41 -16,188.50 = -1,885.09 N=15,770
Summoner shouldn't be as broken as they are right now the Nerf wasn't anywhere near enough, No Job with Raise should ever be top DPS like that, it's Non-sense that the last patch didn't have balance adjustments to address this properly.
I think there is polarization in balancing because all job's cannot possibly do the same damage output, Some jobs are in fact advantaged, and we have also have had multiple expansions where the meta was double ranged DPS and Casters, i think the biggest issue is that Ranged job's utility was for the most part gutted with the introduction of Dancer to prevent heavy front-loading.
What most people do not realize is in the current balance of the game if SE cannot find a way to increase the skill ceiling without marginalizing range, instead of making or introducing more mechanics to range they were gutted in previous expansions to prevent bloat, In order for them to increase the damage output of range they no doubtingly will have to introduce a risk to reward system into their kit in order to increase this, but currently the elephant in the room hasn't been addressed (SMN) so unfortunately we are far from proper balance, but this isn't something you should blame on melee jobs,
My Solution
REINTRODUCE RANGED CASTING, IMPLEMENT ABILITY THAT NEGATES CAST TIMES FOR THE NEXT 4 ABILITIES "CAST" FOR RANGED, GIVE IT 2 STACKS, AND A 80 SECOND COOLDOWN EACH STACK
But then we'd run into an issue where ranged would be out damaging Melee, Undoubtedly the only thing they could do is buff the disengage options of melee, Balance isn't all black and white, If all ranged did the same damage as melee jobs, then what would even be the point of melee having positional attacks when ranged like MCH out damage all the way up to average.
Take this data for a grain of salt as it has SURIVIOR BIAS
TL : DR : BRD BUFF and Rework, SMN NERF, DRG Minor Buff, RDM very Minor Buff, Ninja Minor Buff. MCH/BRD Please make the job more difficult so they can be rewarded that's the only issue and the reason they cannot buff range right now.

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