You know what else does that in P4S? The players' own ~8% rDPS increase for having taken, say, a BLM instead of a Physical Ranged.
"Ahh, but there are 8 people, so it's the same!" Except, each DPS makes up more than an 8th the total damage. A typical BLM in a conventional 2-tank, 2 healer 1 melee, 1 ranged, 1 caster, 1 any party will be doing nearer to 16% of the whole.
0.16 * .8 > .01.
The underperformance of Physical Ranged is largely shored up by the 1% damage increase, yes, but it's certainly not enough to make Physical Ranged obligatory.
Addle does no more mitigation than is supplied by the +/-5% attached to every damage event.<You'd already be guaranteed to wipe without Addle and the 1% Caster buff>
But here, since Addle was enough to save people from an otherwise guaranteed wipe, I should see, at least once where Addle was used, people surviving by a hair within the various Ultimate logs, no?Wait... no, that... isn't happening. No non-tank ever dropped below 15% from raidwide damage. It's not even saving a tank, who only drop below 25% during invulns. Nor sparing a heal, for that matter.
And... they're clearing with over a minute to spare. Hmm. Odd, that.The problem is wanting to hold other players' kit access hostage by wanting utility-whose-only-benefit-is-sustained-kit-access now, when there is no context by which it'd be anything more than removing X to let someone else give it back. Which, if feedback since Stormblood hadn't made clear, is not a popular design choice.They've also said that they're never gonna go back to 4.0 design, where Ranged Physicals have utility, the very thing we want.
But that doesn't stop us from posting our feedback that we want that.
Just like how healers are demanding either more dps buttons or more healing requirements.
But that doesn't make it good idea to want healers to be dependent on my Refresh in the current environment. And no matter what, a bimodal functionality like current MP isn't a good place for that added utility, especially if isn't to be paired with fine control or some manner of exploitability prior to going OOM.
- Do I want more Physical Ranged utility? Absolutely.
- Do I want more to do as a tank? Absolutely.
- Do I want higher healing requirements? Absolutely.
Put MP costs on healing abilities, have the potency and costs of MP spenders scale with current %MP, and voila, now Rangers' granting MP no longer requires healers to otherwise lose access to their spells after X time for it to have value, because there is actually something available for trade, rather than just "Can cast / Can't cast."
From there you have an actual context where MP utility feels like a bonus, rather than a fetter purposely added just to be removed again (purposely desyncing all raid damage from healer cooldowns or by whatever other means forcing healers to need it or face inevitable wipes because it constrains their literal ability to cast spells at all).
Your "added a reason to press it" required that every serious fight in the game be changed to realign damage intervals to make healers' abilities unusable over heal checks... just to further tax MP via AoE spells... just to then make Ranged more obligatory for being able to give that MP back. You are requiring an absurd number of hoops there just to, ultimately, try to make healing dependent on Physical Ranged.
And yet, at the end of all that, that dependence doesn't add a mechanic beyond your hitting your raidwide Lucid Dreaming on CD.