Let's take all of that into consideration.
I'd argue that the whale player is at fault for not taking the time to understand their kit. I dunno about you, but throwing money to solve this just doesn't work. All you needed to do for the Wuk Lamat fight was read her dang tooltips and understand how they worked.
I'd also argue that doing these roleplay solo content kinda forces the player to eventually learn what other roles do, but with a dumbed down kit. And if you know that role, cool. You shouldn't have a hard time with the fight, no?
So what if it's dumbed down and/or outside your comfort zone? It's a one and done instance that you likely will never see again. Yes, you're gonna struggle and mess up at first, but you did eventually succeed, right? You're gonna do something similar in group content, too, just with your own kit.
Now granted, I don't think the couple of stealth missions did much of anything outside of story content, but it was refreshing to see the development team try something new, for the time.
Honestly, I think the difficulty curve in general was needed to weed out players who are simply lazy. Not casual players. A casual player can definitely beat that Wuk Lamat fight.
I'm very sorry to say this, but why should you progress and be rewarded if you're not going to put in the work in a video game that requires your time and effort?
As it stands, there's no penalty for not being up to a standard, but nobody expects you to be perfect. But I expect some level of competency from my party if I'm running an instance, as they likely are expecting me of the same.
Basically, more people need to improvise, adapt, and overcome. Y'all are not doing that nowadays if you're having this much trouble.
