As more and more information pours in from 5.1, it's starting to look like the buff to ranged DPS in 5.1 was really not enough to close the gap between them and the upper echelon of jobs. When mediocre Summoners, Samurais, Monks and Dragoons are beating out near perfectly played Bards and Dancers, and Machinists are dealing the exact same level of damage as Red Mage's that have far superior utility to them, this is a problem. While mobility and perfect uptime is certainly an advantage, it should not be leading to gaps where job choices surpass player skill. During the lead up to Shadowbringers it was said in the fan fest during the job breakdown that Player skill will always trump job choice, but so far this expansion, that has not been the case for ranged players.
Currently right now the 1% role bonus is the only reason having a ranged physical DPS is justified on the team. This however isn't something that makes ranged players feel good about their spot. As has been often used by the community, it feels more like the kids (raid) on the playground are being forced to play with the one outcast kid (ranged DPS) by their parents (SE). This is a band aid, and a tenuous one at best, as with the way damage can scale late expansion in this game, the gap could very well widen as gear upgrades drop in the later raid tiers.
So the question is, what can we do about this? While I do not disagree with the notion that ranged DPS should be lower on average then most players, as their is inherent advantages with being so much more mobile and doing mechanics while not losing uptime, many of the disadvantages faced by casters and melee's as expansions have gone on are starting to lesson with new abilities and QoL improvements. That all being said though, no Dragoon or Monk are going to suddenly feel good if a Machinist is suddenly blowing them out of the water in damage while running all over the arena, even if they bring far more to the raid then that Machinist does. No Summoner or Red Mage will be happy with knowing they have to play their job nearly perfect or they will get out damaged by a Bard or Dancer who gets to constantly improvise on messups and face no penalty at all.
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Currently right now the 1% role bonus is the only reason having a ranged physical DPS is justified on the team. This however isn't something that makes ranged players feel good about their spot. As has been often used by the community, it feels more like the kids (raid) on the playground are being forced to play with the one outcast kid (ranged DPS) by their parents (SE). This is a band aid, and a tenuous one at best, as with the way damage can scale late expansion in this game, the gap could very well widen as gear upgrades drop in the later raid tiers.
So the question is, what can we do about this? While I do not disagree with the notion that ranged DPS should be lower on average then most players, as their is inherent advantages with being so much more mobile and doing mechanics while not losing uptime, many of the disadvantages faced by casters and melee's as expansions have gone on are starting to lesson with new abilities and QoL improvements. That all being said though, no Dragoon or Monk are going to suddenly feel good if a Machinist is suddenly blowing them out of the water in damage while running all over the arena, even if they bring far more to the raid then that Machinist does. No Summoner or Red Mage will be happy with knowing they have to play their job nearly perfect or they will get out damaged by a Bard or Dancer who gets to constantly improvise on messups and face no penalty at all.
Continue reading...