This is a concern since Yoshida didn't even so much as mention Ranged in the Live Letter. The problem we're facing is being so weak that you can literally replace us with a BLM if they can perform high enough to get rid of 1% All Stats for damage(in Savage, not Ultimate). The issue arose in regard to SMN, but since they're nerfing its DoTs, we still are running the same problem unless they bother to properly upgrade Ranged's damage capacity to compensate for the 1k+ DPS/rDPS disparity based on the site that shall not be named.
We ran into the issue of the Ranged Role being taken over all Casters in Heavensward for close to the same reason, but with different applications:
1) Dragoon had Piercing Debuff that scaled at least 400 rDPS. This has been removed since Shadowbringers.
2) Ranged had a monopoly on utility, namely with MP/TP Recovery. This made progression smoother on top of their already strong DPS after being overtuned around 3.4. Those utilities were lessened when TP was no longer an issue in SB, and were removed in Shadowbringers.
But now, it's entirely different:
1) Due to the new damage formula that the development team implemented, DPS classes have gaps between each, and to try and restrict an entire role from locking out another, they implemented a 5% buff based on the roles that are in the party, 1% for each. This has failed as due to the new damage calculation, a high-end BLM can easily outdo any of the Ranged Role even in progression gear in all fights by at least 1,000-1,500 rDPS.
2) SMN's pet rework screwed up the difference between Ranged and Caster, as they now had on-demand Instant GCDs that were DPS Gains thanks to Egi Assault. The issue with this is that while Egi Assault has a cooldown, you have at least 4 charges in total(2 for Egi Assault I and II in total) to be able to use for mobility, damage, or any other reason. On top of that, with how often their Trances come up, they can be just about as mobile as any other Ranged job due to their nature.
In general, they should dismiss the "Mobility Clause" they've been using to justify Ranged's lower DPS alongside utility, but when another job has the same level of mobility as them it blurs the line quite a bit. What needs to happen for Ranged is to balance them to the point where their rDPS contribution closes the gap to around 500 rDPS, which will allow that 1% not to be the only reason to bring a Ranged job.
How it can be achieved?
MCH
- Increase the damage on MCH's burst and baseline to bring it up to a proper level. It's the only selfish job that has a 10% Mitigation and gets outdone by Caster contribution and yet it's not up there around where MNK and SAM are.
BRD
- This job needs some Potency fixes. DoTs in general need to be looked at as a whole so as to rid the game of the Reset issue that another thread mentioned since Iron Jaws is their strongest tool to snapshot buffs and extend their usefulness past the window they're supposed to. BRD's Lv 80 Skill needs to be stronger at base, given that their damage is already lower than all jobs.
DNC
- In a mostly fine spot. Needs some fixes in regards to rDPS contribution, given it's supposed to have the highest due to its powerful buffs it can throw around for the entire party and low pDPS. Also look at Improvisation, because it should only ever serve as a 10% Healing Buff and be on the same pace as SAM's Meditation. Starting at 3 and literally being heavily dependent on the party to stack in your circle is frustrating(especially with that one guy who always runs out of it to screw you out of 1 Esprit). Generally, the baseline for Improvisation should be 10 per tick regardless of party members since there's only 5 ticks in it.
Continue reading...
We ran into the issue of the Ranged Role being taken over all Casters in Heavensward for close to the same reason, but with different applications:
1) Dragoon had Piercing Debuff that scaled at least 400 rDPS. This has been removed since Shadowbringers.
2) Ranged had a monopoly on utility, namely with MP/TP Recovery. This made progression smoother on top of their already strong DPS after being overtuned around 3.4. Those utilities were lessened when TP was no longer an issue in SB, and were removed in Shadowbringers.
But now, it's entirely different:
1) Due to the new damage formula that the development team implemented, DPS classes have gaps between each, and to try and restrict an entire role from locking out another, they implemented a 5% buff based on the roles that are in the party, 1% for each. This has failed as due to the new damage calculation, a high-end BLM can easily outdo any of the Ranged Role even in progression gear in all fights by at least 1,000-1,500 rDPS.
2) SMN's pet rework screwed up the difference between Ranged and Caster, as they now had on-demand Instant GCDs that were DPS Gains thanks to Egi Assault. The issue with this is that while Egi Assault has a cooldown, you have at least 4 charges in total(2 for Egi Assault I and II in total) to be able to use for mobility, damage, or any other reason. On top of that, with how often their Trances come up, they can be just about as mobile as any other Ranged job due to their nature.
In general, they should dismiss the "Mobility Clause" they've been using to justify Ranged's lower DPS alongside utility, but when another job has the same level of mobility as them it blurs the line quite a bit. What needs to happen for Ranged is to balance them to the point where their rDPS contribution closes the gap to around 500 rDPS, which will allow that 1% not to be the only reason to bring a Ranged job.
How it can be achieved?
MCH
- Increase the damage on MCH's burst and baseline to bring it up to a proper level. It's the only selfish job that has a 10% Mitigation and gets outdone by Caster contribution and yet it's not up there around where MNK and SAM are.
BRD
- This job needs some Potency fixes. DoTs in general need to be looked at as a whole so as to rid the game of the Reset issue that another thread mentioned since Iron Jaws is their strongest tool to snapshot buffs and extend their usefulness past the window they're supposed to. BRD's Lv 80 Skill needs to be stronger at base, given that their damage is already lower than all jobs.
DNC
- In a mostly fine spot. Needs some fixes in regards to rDPS contribution, given it's supposed to have the highest due to its powerful buffs it can throw around for the entire party and low pDPS. Also look at Improvisation, because it should only ever serve as a 10% Healing Buff and be on the same pace as SAM's Meditation. Starting at 3 and literally being heavily dependent on the party to stack in your circle is frustrating(especially with that one guy who always runs out of it to screw you out of 1 Esprit). Generally, the baseline for Improvisation should be 10 per tick regardless of party members since there's only 5 ticks in it.
Continue reading...