Being very serious, what is the thought behind the way MCH is designed for PvP? I thought glass cannon, but...

They took away the 100% attack but left it on SAM.
They added massive DR that reduces sniping to decent damage at best.
The second-step ranged attack requires you to close too close to melee.
They took away the ranged AOE.
No stun, one bind?
No escape move to add distance.
Zero party utility.

With a maximum range of 25y to attack from, but making them go real slow for casting the basic attack, and anyone with a gap closer have a 20y rush, there's no reason to even try to engage.

I am conflating the issues, but only a little bit. When it's all put together, the fact is if the concept is a high-damage glass cannon, they should have much longer ranges to attack from, some camouflage or escape move, and actually be able to use their LB to kill someone with more than 50-60% life. Even if you had to tangle to another move like SAM, something like an aiming target first, that would be better than what it is now.

I've watched a number of YouTube videos and hearing high-end players praising MCH nerfs in PvP because 'it is so frustrating to be killed by someone you don't even see'... that is the bloody point of the job. And then praising techniques like MNK kicking off mountains, SAM 100% multi-hit attacks, NIN that can assassinate half a dozen people.

So what is MCH supposed to be and why aren't they that?