It's seems everyone avoided the topic, so I guess I'll be the idiot n00b healer and say it : this raid tier is just too painfull to heal.
First time I stepped in O2S, people dropped dead from the very first gravitational wave and it gave me cold sweat. I know it's a mix of a lot of thing (it was week 2, everyone was undergeared, no reduction was used, etc) but every single damn boss of this tier is just about this. Mechanics are everyone get rammed by a train, have fun with this please.
O2S and O4S are the main offenders, the way they make thing hard for healers by asking for movement between huge heal burst is lame as that "don't look or you die lol" kind of moment. It brings nothing to the fight outside adding layers and layers of thing to do at the same time until you trip to your death because you're doing too much at the same time. It does kill people, but not any really interesting ways. O3S kinda works because it involve fighting on a gigantic game board wich makes any arbitrary mechanic quite on point even though "every on takes a lot of damage" being the only resolution of most of the queen's waltz is still disapointing. But the rest of tier is just bland. And taxing. And every one runs arround singing how easy it is.
It's not at all, and not in a good way. It's pointless, artificially hard. It's not engaging, it's not interesting, it's not amusing. It's just big healz over big hurtz and get down with it. The only way to have fun with this is to either play DPS or be a masochist. I hope it can only get better since almagest seems to be the event horizon of raid damage (wich means, a raid damage that hit so hard a part of it had to be differed as a DoT for it to be even manageable). But the more I look at the game, the more it seems it lost it first Coil of Bahamut (and general ARR end game content (except King Mog, fuck King Mog)) mastrea for memechanical fights just because it's FF XIV.
Just compare Ex "Bulchitzfaust" Death to T1 as a whole and notice how the second just makes more sense than the first. Omega's gatekeeper isn't even here before the last tier of the raid, it's that level of "we didn't even think about anything we were doing while we were doing it". And most of that bullshit actually rest on the healer shoulders, outside standing at some cardinal position (to obviously take more damage). There's nothing new outside of O3S and it's extremly taxing.
So when people get sick of that they either go for the omnipresent AST and their shiny new skills (and their less regarded DPS) or the more flexibles DPS classes. RDM especially is the way to go, it's easy to pick-up, do solid damage in good condition but doesn't plummet hard with minor missplay and provide good utility with their party buff and instant raise. BRD is also less regarded for their DPS and their supports spells will be welcome with less risks of getting chewed if you miss.
After all, there's always the healers for this.
This is bound to calm down as gear get stronger, new weapons this week will certainly make heal DPS less needed. But right now the game is too toxic for healing. But then, that's what gonna happen when you center your game arround multi-tasking your players until someone do that one mistake that kills everyone.
There, now you can come telling me how bad of a player I am while the best player of the game cleared day 1 while I didn't.
It's not that obvious.Yea this happens at low lvl but those are training dungeons so we shouldn't expect a healing challenge there.
TSW first normal dungeon involved some gigantic lovecraft-esque monster that hit like a boat, and the fourth had that boss wich was basically a set of three trash mobs. There was no mechanic at all, but those trash were hitting so hard it was impossible to tank them indefinitly. So DPSes had to burn one down the fastest possible before the tank drop.
Wich meant you couldn't get past this (optional) dungeon without a proper build, rotation and gear on everyone in the team. It wasn't to restrictive but still asked you to understand of character building worked before the game start getting more and more difficult.
Dungeon are certainly on of the most flawed part of FF XIV. They're full of thrashmob wich needlessly high HP that hit individually for nothing, bosses included. It noticed after recently trying to let some annoying teamates die that you can actually self-sustain lot of content as DPS. It ends up in painfully long rollercoaster run that get boring really fast and end up being a chore. I never got tired of running Darkness War or Fallen Hell on the other hand, no matter how simple it was mechanically speaking.