Originally Posted by
Kaurhz
It is entirely a relevant, valid and fairly constructive criticism to make. Healers are largely fairly stale jobs, but then the only concern surrounding this is.. How would you then design the system that allows for the leeway on people making mistakes and then having to interrupt your own rotation and sacrifice your own DPS as a result of other peoples' mistakes? The way I view this conundrum is that once you've learned the encounter, you're presented with oversimplification (which yes they are notorious for doing - Especially taking the opposite end of the spectrum for crafting), and then when you're learning or when groups are vastly less talented and prone to making mistakes, then, well that's where I personally would see issues coming into play. I think the only thing that would really need to be taken into consideration here is those designing the jobs are not necessarily the same people testing, and the very people testing the jobs arguably might not have the same proficiency as you do, or many of the people playing at a semi-competent level. Or arguably their design and testing methodology and philosophy might not take these things into account, where as per your second point inferring, may only be testing for barebone functionality and usability. <- Also a constructive argument to be made about their design philosophy.