Quote Originally Posted by Ixon View Post
Nah. I say keep it how it is. Forcing a very mobile ranged to go into NOT melee range(12y), just slightly closer, every 10sec is not that big of a deal. Wait till you have both Purify and Guard if you are that concerned. I feel forcing a MCH to get a tiny bit closer to eventually gain access to an ability that has the chance to one-shot is a fair enough price to pay. Plus you have Scattergun whose knockback isn't covered by anti-cc like the purify buff, and there are plenty of walls and corners to play around.
It's not JUST one ability though, and that's the problem. Everyone has a move that they need to close range for, WHM has Seraph Strike that allows him to protect and Cure 3, SCH has Mumify to block out healing that really makes his Biolysis shine...

But I want you to imagine a world where SCH isn't allowed to throw his DoT unless he can Mumify someone. Or imagine a Bard that isn't allowed to Pitch Perfect unless he gets into Repelling Shot range. The issue with Bioblaster isn't that he's there, it's that there's a gigantic part of his kit locked behind that one move.

SMN doesn't get his big Ifrit moves, which is his greatest hits, unless he closes into a dash, but he doesn't lose Mountain Buster or Slipstream just because he didn't use Crimsom Cyclone. SCH can just keep Mumify on his backpocket whenever he gets a chance to close on, he doesn't NEED to use it to unlock anything on his kit. And meanwhile MCH ALREADY has a close range option he can press whenever the oportunity arises, but aside from Scatter Gun he also needs to unlock his entire machinery rotation just because Bioblaster is there to clunk the whole thing up, forcing half his kit into effectively melee range because even though 12y isn't ranged, it puts you into range of every single melee gap closer in the game (So you end up in melee anyways.)