
Originally Posted by
Rika007
Potency buffs are needed across the entire role. Bard isn't strong, it's just better then the other 2. The mobility tax is a freaking meme and is one of the most poor design choices ever implemented into the game, and the only reason ranged is still even brought to the role is because of the awful mechanic of the 1% role party buff. Which is no more then the equivalent of a parent telling their kids to play with someone they don't want too.
Until they start designing the raids to actually take advantage of ranged mobility that enforces melee downtime, people will continue to be disappointed with the ranged tax and have issues with it. In fact, current boss design pretty much enforces the exact opposite, as in any savage fight a ranged player not sticking close to their healer (who will be grouped up close with their melees unless there is a spread mechanic, which do not happen nearly as often as raid wide AoE's) will be met with some pretty irritated healers. Thus making ranged players deal with the same get in/get out mechanics as melees do.
The only mechanics melee's really still have to hold up as a true issue is positionals, and those are less and less as the expansions go on, especially when we get at least 1 sometimes 2 bosses a savage tier that has no positionals at all. That can account for a small gap between ranged physicals along with cast times on casters. But that gap should be small, 100 to 200 rdps at most and only at higher skill levels. Not over 500-100 higher between melees played terribly and a well played ranged player.
Role balance should be balanced around the support kit a job brings. Dancer and Bard should be at the bottom yes, but they should also not be getting out damaged by 500 or more by Dragoon and Ninja. Machinist should not be putting up the same numbers as San and Black Mage but it also shouldn't be getting blown away by Reaper and Monk, two jobs that also bring party wide healing buffs, damage mitigation, self healing, and raid wide damage boosts; when literally all Machinist provides is damage and one raid wide defensive buff.