I didn't say the change was "for the highest common denominator", I said it wasn't for the lowest; even now, many players can't align party buffs. Run a 24 man and watch how many times players miss their 2 min buffs.
Fair enough. Though I was thinking they continued talking it up even during ShB where some Tanks seemed more inclined to one or the other (I think it was PLD that was supposedly a good wingman OT?, don't recall, though). But yeah, the point was, when they dig in their heels, it's not always "to make things easier for casuals". Sometimes it's pretty random stuff, or stuff that isn't really "for" anyone; they just decided on something they were going to do come hell or high water even if it made no sense and didn't help anyone and no one asked for it.
Honest answer?
I think the encounter design teams. They want to make more fights where players have to move all over and spread and such, and they want to keep the DPS checks relatively tight, which means they can't have Melee/Tanks stuck in Narnia spamming their ranged attacks for long periods of time. Same reason they made Healer effects bigger. It's not to help Healers, it's to allow the mass arena combat encounter designs to work.
Agreed. Hell, they JUST managed to realize that MCH being a "selfish DPS" in a subrole that suffers a DPS penalty doesn't work. It only took a massive blacklisting for an entire tier to wake them up to this years-long truth enough for them to get a few minor buffs and RETURN TO THEM a utility button they used to have.
Agreed with both of these posts (this one and the one above). SMN maybe debatable, but RDM does far too little damage, and it's patch 6.4 and BLM is JUST NOW getting buffed to be around where it should have been 4 patches ago.
In a game design space where DPS >>>> all, you CANNOT have Jobs overly distinguished (within a role) by damage, otherwise one will always be brought over the others. ShB SMN was a good example, as it was arguably harder than BLM, but did slightly less damage. The reason this worked out is that it also brought utility in the form of a Raise and a party buff. It didn't just do more damage, otherwise BLM would have been irrelevant.
The ideal is to have Jobs doing similar damage and people play harder ones because they like the gameplay of them. If people don't like the gameplay, then it's a bad Job design, and trying to lure people to it with the promise of bigger numbers is just trying to paper over it being a bad Job design. On the other hand, if it's a good design, people will want to play it, no matter the damage. Many times we see people playing Jobs that do less damage and are harder because they simply enjoy them. They're being punished for doing a thing they enjoy, which is bad design.
This is irrelevant, and I say so just about every time I see this argument.
Imagine if they didn't add RPR and SAM. There'd be less Melee than Ranged Jobs. But suppose there were more Melee PLAYERS than Ranged players. Should there still be more dedicated Melee slots or less?
The number of Jobs in a role isn't relevant. It should be more based on the amount of players, paying attention to the fact that the "standard party" already has likely impacted that number from what it naturally would have been. Back when 2 Casters or 2 Ranged was considered more viable, this argument didn't hold any water, either.
There are 4 DPS slots. Not 2 Melee, 1 Ranged, 1 Caster. They're all DPS. You want one of each for the % bonus, then one wildcard slot. That slot shouldn't be reserved for Melees.
What's next, there are only 4 Tanks and there are 6 Melees, so the 8 man party composition should be reduced to 1 Tank to make another Melee slot? It's just not a good argument.