Quote Originally Posted by remiff View Post
I don't really agree with you, raidbuffs are extremely useful and square enix has always made its job balancing based on these, it's not for nothing that they don't really like to buff jobs that bring a lot of support, each teambuff/mobility is a reason for them to tax dps, but currently melee like ninja and drg are at the top of the rankings when they theoretically should never be because yes they have the utility, the ninja brings 5% more damage for the whole team every 120s, in an opener it's extremely effective, the drg brings 10% crit whole team + 5% damage to a teammate for 20s with a 120s cooldown, if we looked at the rDPS jobs included they are respectively top 1-2, and even in aDPS they are very closes to the black mage and samourai while they have no synergy.
Damage buffs are not utility. As someone already mentioned, utility are things that help the party in other ways than damage such as defensives, healing abilities and so on.

DPS jobs are mostly balanced around their damage in two different ways: buff contribution and personal damage. Utility does not seem to be factored at all. The only role in which this seems to be the case is tanks, especially WAR.

When a job has high buff contribution, it deals less personal damage and vice versa. This is why SAM, for instance, benefits a lot from buffs, because they deal more personal damage and provide no buff, but this extra damage from others' buffs is there thanks to the buffing jobs providing such bonuses. So there is you could say some kind of feedback between buffing and non-buffing jobs.

Then you have jobs in the middle that provide a buff, but also have good personal damage. These are MNK and RPR. NIN is overtuned right now but before was closer to DRG than the other two, making DRG and NIN the "buffer" melees.

The problem with RPR is that their buff is weak, and their personal damage does not compensate for it, in part because Arcane Circle is also a "selfish" buff but also because 3% is a weird number. It kinda works for SMN due to how long it lasts, but not so much for RPR.

DRG has no utility at all besides the one shared by all melee DPS: Feint. It is absolutely powerless when any kind of extra damage or raidwide comes its way, because it has no defensive ability unique to the job to mitigate the attack, whereas this is the case for the others.

MCH is in a similar spot: damage aside, it provides no unique benefit to the team, and that's one of the reasons why MCH players have been complaining for a while, alongside others like their actual identity as a "selfish" job, the way it plays, queen usage and so on.