This is job balance 101. Why would you ever play a melee job if attacking from afar was equally effective under target dummy conditions? The instant you had any amount of melee downtime on a fight a full ranged party would become a mandatory pick.
This is essentially the 'burst' vs. 'continuous' DPS argument all over again. Why would you play a continuous uptime DPS when you can dump all your damage on burst and go have a coffee for two minutes? If the two were equal under target dummy conditions, the instant you have anything that has downtime it benefits burst.
You essentially have two axes to think about. Jobs that have little burst and require continuous uptime should be tuned higher under target dummy conditions. Obligate melee range jobs should also be tuned higher under target dummy conditions. That way, when you design fights with a wide variety of uptime conditions, different jobs will pull ahead. Perhaps it will be MCH on one fight. Perhaps it will be NIN in another. Perhaps PCT pulls slightly ahead on the high downtime fight with alternating coffee breaks and burst. Perhaps BLM and VPR will be neck and neck on the charts on a high uptime fight where you have to squeeze out every last GCD. That's how you create balance without making all the jobs identical.
It's also worth noting that the 'competition' for slots has nothing to do with the allocation. As long as they continue to release more jobs with each expansion, you will have more and more jobs competing for the same number of slots, and melee isn't really in a different position being at 6 jobs. That's why having PCT be a mandatory lock into a ranged slot is a major problem. Because what do you think happens to the rest of the ranged jobs, then? They're either denied a slot or forced to fight for a smaller pool of available slots. But that's what happens when you create a higher and lower DPS tier in ranged jobs.



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