Is there even a mob that has a 20+ yalm dispel? The change seems so pointless only time it’s ever down for me is if I die.
I mean, yeah... I'm pretty much with you. Other than super-rare stuff like the example of Neak with huge range dispel, it's really an uncommon issue to be caught with Velocity down for any reason other than death. Occasionally you might an AoE dispel using mob come over to the backline and wipe your stuff, whether due to a hate reset mob, or some backline player (
it's always the COR, or a Gandiva RNG XD) pulling hate... But like you said, really uncommon stuff.
As for death, I don't see it really being a huge issue. The most realistic example of 5min timer being a little unfair would be stuff like Ambuscade where you have to wait to zone in to use Velocity, and you die near the start of an already short fight but you can still raise and keep fighting. OK, that's a little annoying. Reducing timer to 1min timer is an actual help in that case.
But even when you look at the situation of being weakened and waiting on timer, not having Velocity Shot for a couple minutes is FAR less of a penalty than melee DDs face from getting killed. On RNG, you can still do good damage while single weak without Velocity - you're just losing some preshot delay and a bit of Ratk. Much better than what melees face, being essentially out of commission until unweak in most situations.
And if you lost Velocity because you died TWICE in rapid succession, you're double weak anyway and useless. So it doesn't really matter whether Velocity JA is back up until you're unweak.
All that being said, there was no great reason the JA should have been 5min in the first place, so the change is totally logical and is fine as a minor QOL improvement. Key word being "minor".
This is just me making my opinion here, but COR steps on RNG's toes
You're definitely hitting on one of the keys. Unless light magical WS are really important, 2 more rolls for everyone tends to add more overall benefit than RNG being a bit better than COR purely for ranged damage purposes.
For that reason, they really should give RNG something to better differentiate them from COR (outside of mobs that are particularly strong/weak to light/dark magical WS) other than the current state of: COR has really potent party buffs, RNG does slightly better ranged damage with the same buffs as a COR.
One way they COULD have made RNG more of its own thing would be to make RNG better at managing enmity. Kinda the same reason Anni/Coronach sees some popularity in some situations. They could have adjusted some JAs to help RNG in that respect. For example:
- Maybe make Camouflage *dump* some hate a la High Jump (and not wear so easily).
- Give Velocity Shot a good chunk of enmity- (and/or allow it to exceed normal enmity -50 cap from gear), and maybe even make that apply to WS/Barrage as well.
- Change Decoy Shot to generate minimal hate for the RNG when the JA is up, even if you DON'T have someone positioned to divert the hate to that player (and you can still let it transfer hate if you do have a tank in position)
Plenty of ways that relatively simple adjustments could have helped further diversify RNG and give it a use for "safe" damage.
And yes, the aforementioned Anni/Coronach example is something RNG already has. And I'd also argue that even with other weapons, RNG already has some ability to use Decoy and TF/WF for similar enmity control situations; Armageddon's strong white damage means Decoy is REALLY effective when you can get people to position correctly (which is kinda like herding cats, but it's possible), and it's the strongest gun for WF (another low enmity WS option).
But I'm talking about differentiating things even further, to the point where RNG really doesn't have to worry about enmity outside of hate resets with any half decent tank, regardless of WS. And leave COR as it is, where there's some real risk of pulling hate when doing strong damage, especially with Last Stand.
EDIT:
Another idea, you could let COR give the party buffs, and RNG put some actually potent
debuffs on the mob. For instance, real ilevel appropriate status bolts that are worth using. Give people a real reason to bring BOTH ranged jobs together in one setup.
You'd have to balance this against stepping too much on other enfeeblers' toes, but I think that's plenty manageable if you limited the number of RNG debuffs, and/or make them stack with each other. And RNG still wouldn't bring the other utility of RDM GEO buffs to the table, but would instead be a unique mix of good ranged damage and a good debuffer. A little bit like the premise behind DNC's steps. Debuffing kinda fits with the "lore" aspect of a "ranger" too, pinpointing the weaknesses of your target and softening them up for the group with precise shots and skillful use of different ammos (hey, this even makes the Scavenge changes less utterly useless).