Because we can dodge everything with no real danger involved. Melee is in constant danger of being hit, ranged isn't.




In most fights, there's just as much going on at range as there is in melee. Ranged is in constant danger of being hit, too. The difference is that they can keep attacking while melee can't.
I mean, unless you're a DPS standing in front of the boss and eating tankbusters, but then that's entirely your own fault.
I don't know why you say melee job is in constant danger when one doesn't have cast time, and have as much freedom of movement as physical range does.
On melee: High uptime is achievable as long as boss's aoe isn't on his foot.
On caster: High uptime is achievable with slide casting and instant spells.
No encounter is ever asking players to move all the time in order to dps. (If there's one, the GCD system will make the encounter impossible.)
Having 95% and having 100% mobility is literally the same in this game. Melee might have little bit harder time to keep dpsing when aoe happens in melee range, but high damage compensates the downtime. When all DPS players gets marked by aoes, the only difference between melee and physical range is the former dodging in melee distance, and the later dodging in range distance while caster may not be able to finish casting in time and have to completely stop dpsing.
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