Physical Ranged right now are basically "Play Perfect or get out DPS'd by Tanks."
And when I mean perfect, I mean perfect.
If a DPS class has to play perfect to not be out DPS'd by a SUPPORT CLASS something is seriously wrong.
Melee players in particular have this mindset that "Physical Ranged have buffs and utility" "Physical Ranged have freedom of movement" so they should do worse damage.
"Ranged have buffs and utility"
Right, ok... valid point but.......
What exactly is Feint? Mantra? Arcane Crest? Raid utility.
What exactly is Brotherhood, Dokimuri, Battle Litany, Arcane Circle? Raid buffs.
I'd understand being taxed so hard if melee raid buffs were weaker than PRanged's buffs but they're not.
"Ranged have freedom of movement"
Again a very valid point but a moot one at best.
Encounters are designed with melee uptime in mind, very rarely are melee forced off a boss for an extended duration of time to consider this "ranged freedom of movement" a benefit of being ranged.
99% of mechanics can be resolved either in melee range or at max melee also melee have so many gap closers now a days, so this bs about melee being unable to "move" is bollocks.
Also, Encounters are not designed in a way that utilizes this so called "Freedom of Movement", there's not really any distance based bait mechanics that take advantage of this "freedom of movement".
In no world should a 50% uptime melee who can barely hit his buttons properly outperform a physical ranged who's playing perfectly or near perfect.
Square really needs to re-evaluate how it balances jobs and role archetypes.
This is where WoW beats XIV imo - A Well played Ranged player can beat a bad melee and a well played melee can beat a bad played ranged.
On XIV it's A bad Melee automatically beats a well played ranged by default.
I am a strong believer that if the 5% did not exist - Groups would be running double caster