Definitely agree that balance should be based on actual scenarios. That is why my DPS numbers are often different from others in MMOs - their numbers are based on dummies while my numbers are based on actual gameplay.
(As a ranger, I have to keep 21/31 meters away since I don’t gain orbs until 21 and I don’t gain the bigger bonus for orbs until 31 (based on the rangefinder on my bow), is this a glitch?)
Mages can move and dps, but it is probably way harder to do that. Mages that can do that definitely deserve to be doing higher dps, imo. That said, mages can do dps easily at any range (up to their max range).
Shaman can throw orbs from pretty far away (I’ve had to throw orbs almost halfway across airship before because otherwise I couldn’t get a hit in due to the runemage who would just blast fireball 2s the entire time), but it is definitely more work to do that.
Scoundrels do benefit a bit from being somewhat further away, but also can get closer as needed, but their dps can be somewhat more random due to the cards being in random order. Whether or not that rng varies the dps a lot or just a little depends on the scoundrel’s judgement and skill.
So the DPS for each class will depend on the target(s), the buffs provided, the debuffs provided, positioning, etc.
Like for my Ranger vs my Runemage:
Earth Blast boss, I tend to do less dps because I have to rush in or prep a teleport. As a runemage, I can stay fairly close to the boss and my teleport is less urgent (or I can cast with each step I take).
Rat boss, my dps depends on where the tank wants to tank the boss since I tend to position myself to be able to hit either rat spawn. As a rune mage, it is more stable for the boss since I can control where my spells go as needed.
Slime boss, my dps depends completely on whether or not I’m being targeted, since it is harder to get distance when being chased. Runemage, also get affected since it is harder to cast and teleport run (would be easier if there was an option to remap controls).
Lich King/Gorgon/Minotaur is pretty stable for either class. (slightly less dps on gorgon due to positioning)
Airship bosses I end up about the same for the first boss in terms of stability, but for the second boss, I tend to have to put myself a bit more in danger as Ranger.
I haven’t done dps for mines or temple since I’ve only done those shards and I main healer, not dps.
But based on that, I can say that I actually find Ranger harder than Runemage for positioning reasons except on Slime boss if I’m targeted. That said, I am able to finish casting and still have time to deal with mechanics with a few exceptions such as the Mines, so it may be different for others.
I’ve also noticed that most runemages that spam cast F2 don’t move their spells, they just stream it as a line towards their target (and so if you step in front of them, they will just keep hitting you in the back until you step away or they might tell you to stop body blocking them while still hitting you in the back).
My personal opinion on Runemage difficulty:
Runemage is probably the easiest for hitting that “70k” marker, but probably the hardest to hit the 100k+ marker.
Basically, getting good dps as far as unsharded dungeons go is easy, but trying to hit those really high numbers is where runemages will start to have trouble.
Like I’ve said, the balance for dps is probably set for endgame content. It is the early/mid game where there are some issues, but the problem with not balancing that is that it causes bad habits.
I think one of the easiest fixes for dungeons in terms of breezing through them would be to normalize player stats for unsharded. Right now my understanding is that unsharded dungeons try to level match based on party level, but if instead dungeons are set to level 15 and your stats are set to be based on level 15 or under, that would prevent breezing through them (though experienced players would still do them faster). That said, it would also make dungeons take potentially longer.
As for the experience issue, I’ve mentioned it elsewhere, but if everyone who made an attempt to participate gained experience/mission progress even if they don’t get a hit in, then that wouldn’t be an issue.