I’m not sure if this has been made before, but I felt like making one since I haven’t seen one.
In regards to what I’ve read throughout the DPS Forum, I’d like to start a balancing thread so that the devs can see the discussion and input outside of the complaints that are made throughout the forums, legitimate issue or not.
My thoughts in a summary for each DPS Job:
Ranged
BRD: Excels in support; superior to MCH in just about any raid comp and provides a plethora of Offensive and Defensive Buffs while having high damage throughput with songs. Has a higher skill ceiling than MCH and isn’t as reliant on ping.
MCH: High Damage Burst Job, capable of dealing high damage and providing an alternative to NIN(albeit a little weaker) while also bring the same Role Skills as BRD. Lacks all the buffs except Hypercharge(5% rDPS increase) and has a very high skill floor in regards to double-weaving and overheating with ping.
Melee
NIN: Melee Utility Job; capable of mitigating enmity for just about everyone and applying a 10% Damage Up on the boss is essential to high-end raids mainly because of the support this thing provides. Sure, its damage is not as high as some of the other melee, but it more than makes up for it with the utilities it provides. Has a relatively high skill ceiling in regards to rotation.
MNK: Melee Damage Job; MNK does high solo damage with a side of raid utility in Brotherhood, but the rest of its kit has seen improvements to the high-end rotation after Riddle of Wind got its fix for restoring a single GL stack. On the offset, it also brings a useful Mantra for healers, but it's not always necessary. Has a higher skill floor than most, but relatively lower skill ceiling after Riddle of Wind is added into rotation properly.
SAM: Very High Damage Melee Job; SAM focuses on dealing high burst damage with Midare Setsugekka and manipulating their kenki gauge to add onto that damage. Whether it be oGCDs, GCDs, or just abilities SAM is all about the damage; sad thing is, it has no raid utility and thus has been ignored by a majority of the community due to the "trend" we have each raid tier after World Firsts. Same Skill Floor/Ceiling as MNK for kenki management.
DRG: Melee Damage Job; DRG has a good amount of utility in Dragon Sight, Litany, and the coveted Disembowel for Ranged and focuses on utilizing its jump abilities to get into Life of the Dragon. Low Skill Floor, Low Skill Ceiling.
Caster
BLM: Very High Damage Caster; focuses on hardcasting all its damage for big numbers and also has mobility options when they have to move thanks to the QoL changes to Aetherial Manipulation and Thundercloud/Firestarter. Has no raid utility like SAM and suffers the same disability as SAM when it comes to the community. Very High Skill Ceiling, Low Skill Floor
SMN: DoT-focused Caster; While SMN focuses on keeping its DoTs up, it has its pet Ifrit smack the living hell out of the target while also adding burst damage through Aetherflow and Dreadwyrm Trance. It gets stronger with its Demi-Bahamut, but could use a bit of tweaking in regards to how your pet dragon tends to want to handhold you for the duration you're moving with a 100y WYRM WAVE. Also has a utility similar to Brotherhood in Devotion. High Skill Ceiling, Moderate Skill Floor.
RDM: Hybrid Caster; Focuses on balancing White and Black and using the balance to deal high burst damage with Manafication and their Melee Combo. Has raid utility in Embolden, being able to chaincast Res, and also Vercure; however, it still suffers due to the damage it does compared to others even with raid utility. Very Low Skill Floor, Moderate Skill Ceiling.