Quote Originally Posted by Ransu View Post
Uptime for melee isn't an issue anymore.
Quote Originally Posted by Mikey_R View Post
[NOTE: I know this isn't the case with more recent fights and this is a problem with fight design in general. If this is the direction they want to go in for the future, then all jobs need to be looked at.]
Don't know if this was meant to undermine what I said, however, I did address this point in the post I am assuming you are referring to.

Quote Originally Posted by Bubos123 View Post
First of all, a standard composition is 1 melee, 1 caster, 1 p-ranged and 1 free. No one said there must be 2 melee in the group, but SE has forced people to do so recently with job balance and fight design.

Besides, I don’t believe any melee job is more difficult in keeping uptime than BLM, even before EndWalker. And since EndWalker, there has been little difference between melee and p-ranged.
No, that is fundamentally false. All DPS mechanics are designed to be tackled by 2 melee, 1 caster and 1 p-range. Whilst you can replace a melee with a different role, that doesn't change the fact it was designed to be done with a melee.

Melee keeping uptime has gotten easier and easier throughout the expansions, yes, however that doesn't change the fact that the dev team see it in a certain way and balance jobs around that that metric. This is why I also made the comment, which I have quoted above that if current design philosophy sticks, then job balance as a whole needs to be looked at.