Quote Originally Posted by GenericMagus View Post
I'll ignore the condescending tone, but what I'm saying is that more and more fights are being designed to punish groups with melee in them, where if you have at least 2 melees there's bound to be problems having them. Imagine if you started having issues with 2 casters in the same team, or with DF where it's random and you can be inconvenienced picking a melee and unfortunately getting another melee. What I'm saying isn't to remove anti-melee mechanics, but to make it "fairer", so going double melee won't be as demanding as just going another caster. Imagine if casters lost their ability to compensate for losing uptime, same way as melee would, won't you want the same thing for yourself?

Edit: Like for example, just queuing into raids and you get a fight where it's mostly melee, is far more difficult than it should be just by pure chance.
The reason why the game punishes you for having too many melee is because otherwise there would be no reason to bring ranged. It's got nothing to do with being "anti-melee." Fights are designed around a maximum of 4 melee jobs including tanks and melee DPS, and that's the way it needs to be. It's the same reason why phys ranged is the weakest role, because otherwise why bring melee and casters? It's balance, nothing more.