Quote Originally Posted by Lambdafish View Post
OK, we are talking about two different things now. Mechanically you may be correct, but only for one person. Its not about margin of error, its about lumping all the responsibility onto one healer. The best setup for accessible learning would be 5 man content (1 tank, 2 DPS, 2 heal). This would eliminate healer burden, and keep the social setting managable for learning.
I see what you mean about the 5-man party idea (which is essentially to ease the burden of the work on just one healer). However, this is one of the reasons why the early 4-man dungeons (Sastasha, Toto-Rak etc) are structured to provide a learning curve for roles. Even from the Alpha test, the Devs would turbo-level us from around level 12 to 20 just so that they could observe our ability to cope with those dungeons.

In 4-man parties, healers are one of the backbones of the party... which is why it is critical that the healer knows how to deliver. In fact, a good number of Duty Finder angry stories revolve around issues with a bad healer or tank. The core of the matter is that for many new players, in an effort to power through the early parts of the game and catch up, they play through these "learning" dungeons just once (usually during the storyline) and then head over to FATES and PotD / HoH to level up.

Therefore, some don't get that rigourous, skill-building, learning program and by the time they're into level 50 and 60, they are not able to be highly adept players.

And that right there is the key word... adept.

For many of us that started in 1.0 or 2.0 where there were no real swift methods of leveling (except chaining FATES in Bluefrog), we played through those learning dungeons over and over and over for loot and exp. We kept getting owned by ridiculous game mechanics like clamshells in Sastasha but we steadily learnt from it... and that's what makes players very adept.