I mean, let's be real. There will always be random anomalies like that. Trust me, it has nothing to do with the "strike." I'm still finding my tank queues are usually instant the majority of the time, which is pretty normal.
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Adding another anecdote to the pile:
I get a tank queue to pop within 10s about 20% of the time that tank is AiN. I've gotten healer to pop instantly every time I've tried it for Expert Roulette even when Tank is AiN. Essentially, if I want the 7k gil, I go tank and wait. If I want a true instant queue, I go healer.
At least for now mistakes are frequent enough to be somewhat entertained -- mediocre tanks or especially dodging-impaired DPS being common enough as the expansion and its expert dungeons are relatively new.
Ironically healer is at its most engaging when you're blind progging a fight with a full 8-man who are doing the same. By reading the guides and mitigation plans you are robbing yourself of the peak healer experience this game has to offer.
But yeah, unengaging role otherwise.
The best way to make regular content engaging without unduly stressing out less experienced players still is to distribute engagement between the job that content is experienced through and the content that's being experienced.
If they make all the engagement come from jobs, we'd probably end up with very busy jobs and some people wouldn't keep up. If they make all engagement come from the fights, we get the problem that casual MSQ content absolutely cannot be hard past a certain amount, so it just ends with people being segregated into content that suits them.
A healthy mix of engagement between the job we play as and the content we interact with would be the best mixture that we could get.
The faster the dev team realises this, the better.
I'm done with pressing 1 seven times between dot casts. I mained Scholar in ARR and Astro in HW and SB, and I haven't felt like there has been a healer class with meaningful mechanics or any kind of diversity at all since Shadowbringers' launch.
I can use the exact same hotbar layout for all four healer jobs, with the only 'variation' coming because sage merges some buttons into a 'toggle' action. They still do the same thing, in the same way, at pretty much the same timings.
If we have to have a basic healing job that presses 1 1 1 1 1 1 1 and has a bunch of different healbombs and can be played half-asleep while on the phone watching netflix and cooking breakfast, then fine, but why is EVERY SINGLE HEALER that simple? The entire role is a sham, and has been for five years straight.
Saying #FFXIVHealerStrike is just me carrying on with what I've been doing since halfway through Shadowbringers, when it became incredibly apparent the goal was to make healing impossible to fail at, require no attention and have no variety or depth at all.
unfortunately, our resident accessibility "expert" who always speaks for the "majority" would be against this. it would cause stress and gatekeeping if his dead grandmother couldnt body roll her corpse to level cap. doesnt help that CBU3 doesnt teach any skills past the Novice experience which ends at level 15 if I recall correctly and doesnt even teach about job stones.
they need to seriously learn that there is a difference between accessibility for disabled people.. and the dead. the dead dont pay for a sub and, if they arent playing now... they wont in the future either.