
Originally Posted by
RopeDrink
Are we even playing the same expansion? Just did a run immediately after posting here and once again, with any remotely half-decent tank you will not be healing much at all as a WHM. Then there's the fact that fights such as EX Titania literally force-feed you the largest slice of downtime I have ever seen in a Trial of any difficulty. It's obscene how little a Healer actually needs to do for said fight compared to almost anything else. Either I'm the best WHM in the world, or individuality/skill/gear/playstyle is causing a huge gap between X Healer and Y Healer when it comes to discerning what is and isn't 'difficult'. I won't deny it's been (slightly) more challenging than previous expos, but not to a majorly noticeable degree.
This was the same for me when levelling as it is for me at max level, with the most freedom to do damage. The reality is that certain dungeons provide much more unavoidable damage and/or potential for more 'chaotic' moments where otherwise avoidable damage is just more likely to land a hit on some people - which are things that become less of a threat when a) People learn it properly and b) Gear progresses. Example being "The First Beast", where you have to contend with arena-travelling meteor patterns AFTER the normal unavoidable meteor drop THEN a 4x purple marker all at once before the 2nd Final Sky, which has plenty of AoE damage (unavoidable x2) with a constant risk of more damage due to positioning, and yet I see Dragoons tanking a fallen building down to 5% health in relatively standard gear.
In short, it is an illusion of 'harder healing' brought on by more frantic mechanics and moments scattered throughout dungeons with fancier mechanics than most are used to, at the EARLIEST point of a brand new expansion where gear is very just slightly above minimum IL (assuming you have got the full tome-set at the very least). A lesser (levelling) example would be 2nd Boss in Ravel which spews out constant AoE slams for unavoidable (and quite potent) damage for anyone in basic levelling gear. Without a single heal it will quite easily reduce most players to 20%'ish simultaneously over time, yet one Plane-MedII solves it.
When you see past these things, it is not all that different from Stormblood. Hell, even HSW, such as Tiamat or dungeons like the Aery... Basically any of the old bullet-hell dungeons that hit harder than wet tissue. I would be more fearful of HSW Vault or SB Mettle (before the class/stat rework) back when such dungeons provided a very high damage spike. Those could get nasty. ShB dungeons have been an absolute blast, yet also no major threat to me from start to finish regardless of the gear I had or level I approached the dungeon with. The only challenge has been mega-pulls by squish-tanks, which can be a test no matter what expansion you talk about.