Quote Originally Posted by KaldeaSahaline View Post
Why should 4 player content be the hardest? Cite specific reasons/examples/insight please.

Do you have any examples of mechanics that would be interested/challenging for a tank or healer in a 4 player party?
The more players there are, the greater chance of mistakes being made, and the more likeliness of "dead weight" so to speak. In a 4-player dungeon, you should not be able to "dead weight" anyone, but most of the 4-player content lets you lock someone out of the boss room, and still defeat the boss. So actual teamwork is required for a 4-player dungeon, and as we've seen in POTD, 4 healers or 4 tanks does not actually make the dungeon easier, it just creates a lack of defined roles, so you're more likely to fail by someone not doing their job. See "neither tank would switch out of tank stance" problems that content with two tanks has.

Realistically, the kind of "hard" mechanics you want to drop on a 4-player team are that which removes a player (eg fetters/gaol) from action if a major mechanic is ignored. eg fetter the tank, then the boss goes after the healer. Fetter the healer, tank can't free them, and the DPS has to free the healer. Fetter the DPS, the other DPS has to free them. If the tank or healer try to free a fettered DPS, then they neglect their roles, and create a failure situation. This is just one example of where the roles during a boss would need to be more rigidly enforced.

Why 4-player content is easy is because the healer's role is redundant for everyone, even the tank, by players having self-healing options and the auto-heal, as gear creep goes up. Unless Yoshi-P wants to redesign how HoT, self-healing and auto-healing works so that gear doesn't count in the calculation, this will always be the case. A tank should not be able to solo the boss while level-synced, yet that has been a thing since 2.0.