Need the biggest fattest nerf the gaming industry has ever seen. A big 50% damage and health. Reapers and Monks being the biggest offenders to this balancing issue. It is extremely difficult to play as any Range job in Crystal conflict when Monk's and Samurai can't be shaken off. Reapers with their massive burst damage, Ninja's with stealth and teleports. Dragoons with their leaps and disengages. What do any of the range jobs outside RDM which is a melee / range hybrid have that actually does anything to kite you away from enemies?
A bards disengage is a small leap back that gives you no breathing room. Dancers dash is short and is meant for the dps combo so using it as purely escape can waste burst damage potential, mechanists have literally no mobility abilities, and can only slow at melee range on top of having the poison spray available, on top of enhancing it. BLM needs someone in the back lines to teleport but you want to keep your distance so the likely chance of someone being further away from the melee fights is extremely low. For some reason the Summoners mobility ability is charging at enemies as a range squishy. Like who designed this stuff?
Now obviously 50% nerf is to harsh but like damn, bards cast shot is 6k in CC and 2k in frontlines, thats more than half damage nerf because being range in frontlines is "unfair" but being melee in cc is pretty much the same advantage of being range in frontlines. Fix the balance between melee / range in CC or better yet, remove fomo battlepasses off the game and the people who care about balance don't even have to pvp!