Mobility is the king of everything in any game ever to exist in the history of gaming. Nothing is more valuable than getting somewhere quicker or moving away from an impending attack quicker.
The moment Bard, MCH or DNC are buffed to do damage > any job that has cast times, or is melee, is the moment all those other jobs may as well not exist. Why take a Dragoon, Ninja or Monk if a Bard can do as much damage as they can without ever having the fear of downtime, being stuck in an animation (jumps/assassinate/Tin Chi Jen) or needing to worry about Greased Lightning stacks . Why take a Summoner or RDM if a MCH can do as much damage as they can without ever having to deal with cast times or a melee combo. (And don't bring up "but raid progression" that only last a week if not a few days. And it requires someone's death for resurrection spells to ever be useful, not much of a utility if its requirements are failure. They're dead weight spells/"utility" if no one dies)
The only way you ranged DPS players can feasibly attain higher DPS is having 3.0's cast times back, and you wouldn't want that now would you?
Side note: Since people like to attack Summoner for some reason, it's nowhere near as mobile as the ranged DPS, which can move freely with no penalty toward their DPS. "Oh but Ruin 2! Dreadwyrm/Firebird Trance!" you might say. Ruin 2 is 40 potency lower than Ruin 3, that's actually pretty enormous believe it or not. They have to sacrifice potency for mobility, who'd have thought? And the trances are on a 55s cooldown with a 15s and 20s duration, hardly free or infinite mobility unlike ranged DPS. And as someone earlier had said, it's hard to play so it's allowed to do high DPS unlike something like RDM (which is roll your face across the keyboard easy but, still has cast times and a, must be in melee range, melee combo)


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