Quote Originally Posted by NocturniaUzuki View Post
My conclusion is that your party did not make a whole lot of mistakes. Compare that run, for example, to your average synced DF run these days where half the party is new, your co-healer falls off on the first Landslide after the wall breaks, at least 2 DPS eat an avoidable AoE every single time they spawn, the tank doesn't use cooldowns appropriately, nobody stacks to bait AoEs (or to receive Cure IIIs, for that matter), and half the party falls off before 50%.
I can tell you exactly what would happen, it'd enrage, the end.

Also, note the instance timer in that replay, it actually took quite a few attempts because the margin for error was rather small, one dps mistake was dooable, two typically meant an enrage wipe as I wouldn't always have swiftcast on hand (swiftcast double curing 3 and a half years ago, go figure) not to mention, I personally had to have a near perfect run from start to end.

It's also worth heeding that at the top tier of play, you simply replace insufficient tank cooldowns with tanks that just refuse to sit in their tank stance past a 15 second opener, oh and the DPS don't fail to spot the mechanic they just sat in, they just don't care about it

Quote Originally Posted by NocturniaUzuki View Post
I don't think you're taking into account just how rough some runs can be. Most people tend to just quit and try to find a better party in these situations. I challenge myself it pull through it.
Oh I appreciate entirely how rough runs can be, but I've got enough experience to know when to abort an attempt vs keeping the train wreck rolling in a bid to learn something. I tend take a different approach to you though, I'm more the sort to coach and train someone to handle a mechanic or encounter correctly rather than just mindlessly brute force them through it (Unless they are paying for the privilege ofc ).

Give a man a fish, and you feed him for a day. Teach a man to fish, and you feed him for a lifetime. Or something.

Quote Originally Posted by NocturniaUzuki View Post
However, I don't think anything actually became impossible to complete unless you pushed a phase
A4S springs immediately to mind. Going further back, T7 was a good example of more mainstream content where pushing a phase at the wrong time could cause a guaranteed wipe due. T6 Savage is another great example of this in action.

Quote Originally Posted by NocturniaUzuki View Post
I don't see how missing the phase push actually makes any difference except to clear speed.
I can only suspect you've simply not done the content where this level of precision genuinely matters? I'd really like to see your lodestone achievements to get a better understanding of the angle you're coming from TBH. I get the impression you'd rather make a challenging situation out of softer content rather than tackle the full fat raids where you're more at the mercy of other people and all baggage that brings?

Quote Originally Posted by NocturniaUzuki View Post
But a healer that only knows how to play in a party that makes very few mistakes is a bad healer, in my opinion. Not because they are mechanically bad, but because their experience is isolated. If these sorts of healers are faced with sudden, high-pressure disaster situations, they crumble under the pressure; they don't know how to handle it.
Is this another thinly veiled jab at raiders? Before you come back with your wishy washy 'it was hypothetical' lines or some such other excuse, I'll just add that we don't just magically hit a new raid tier with a crisp and fresh Xeno/Mr Happy guide sitting in our laps you know. I can guarantee you that T1/T4/T5/T7/T9/Coil Savage/T11/T12/T13/A3S/A4S/A6S/A8S/O3S/O4S early progression put us under far more pressure than you'll ever experience in your 4 man RM runs no matter how cretinous a team you might manage to pull together for it. At the end of the day you're taking a simple encounter and making a slow meat grinder out of it, but it's still the same simple and forgiving mechanics.

In closing, if you really want a proper healing challenge, hurry up and get stuck into Omega Savage. O4S is legitimately mind blowing from the word go and I genuinely can't think of any healer check in any MMO I've played over the years that is comparable. (I quit WoW after LK tho, the mythic tiers or whatever might have had something on par?) Picture the raw HPS and timing requirements of minIL Turn 13 whilst also having to do complex mechanics and extensive movement at the same time.

https://www.youtube.com/watch?v=3FoQ44TTybY

It's a cheesy meme, but it pretty much sums up how I felt within the first few pulls of O4S and the effects are amusingly appropriate

Holy moly that turned into an essay and a half