No, it says this account joined these forums. Again with the assumptions. As for your comment, that is in regards to joining the standards of a hardcore static group. Competency at a level where you're seeking individuals who go above and beyond is a given.. Obviously to be a hardcore raider, it would suggest you know how to do mechanics as well as know your job. As far as pugging, learning, going into the content fresh/new though?... This game isn't helping that learning curve by making things easier. The biggest issue is as exactly you said.
"Personally I don't care how people play, the casual content is easy enough for people not to try."
Exactly.
Anything beyond that that, you're just misinterpreting my post. There's a fine line between optimization and at the very least understanding how to play. The latter is being very "hand holdy" with a lot of our content. I'm not going to be the player that demands you do everything perfectly or suffer the penalty, or even demand you HAVE to use every single ability in every fight you do.... Again, I understand hardcore content is one segment of this game, and not everyone's flavor. However, a bare minimum to progress in normal content should set the standard to progress. If a player is starting new, they should be introduced to multiple scenarios that challenge them and have the player understand "oh, I lose if I don't blank". We are severely lacking in that and thus, do we see many players who do less than minimum for their job in even casual content because hey... as you said, it dies/died right? Then who cares? I believe savage/hardcore content should be for those ready for the ultimate challenge to optimize and recognize, practice, train, etc... But casual content. I believe you should still have some form of line that says "you cannot cross this line until you blank successfully" otherwise... everything is a training dummy you just wail on until you get your reward. What did you learn out of the mechanics it provided or the things you had to do with your job? Nothing, because you can plow through it without thinking.
To give you an example. I just did my 50/60/70 roulette, got shallow's compass. We had a GNB, MCH, and a BLM, then me as an AST. The 2nd boss, does an aoe he telegraphs with an orange marker, which every player by now should be able to recognize that means get out of the blast right? This boss drops that marker, then trails several aoe's after following the player he placed that orange marker under. The pattern/idea is that you dodge the first drop, then keep running to avoid continuous hits in succession or you will die. The BLM, being a sprout, does not move out of the orange marker and even stayed for every hit of it somehow. He didn't pop manaward, I tossed him a regen and nothing more. What was the result? He lived, keeps dps'ing, nothing haults him, there's no punishment other than the meme "healers adjust". Imo, being hit by the initial aoe that was marked for a good 5 seconds should hurt to begin with, staying in those hits itself should result in death, causing the player to lose their rotation or at the very least, we have weakness for a hot minute. No though, he can do this and there's no punishment for it other than the healer has to keep him going I guess? There's no dps check to see "hey, is everyone alive? Are they strong enough to take this down?" There's probably no reason they have to move quite frankly because it will carry on without a problem and they will receive their reward as expected.
As for every pull there on? The tank did fine with a regen, never needed anything more. Segments that had 6+ enemies up at once, our BLM and GNB would single target dps instead of aoe.... Imo being swarmed by several monsters at once should require you to kill them at once rather than one by one. This goes by just fine though, as the damage they do is negligible and there's no punishment if they don't aoe it other than maybe just a longer pull time I guess? The challenge or demand in skill? None, just 1-2-3 it and claim the reward after beating the final boss. Meanwhile we had a dungeon in called Temple of Qarn in ARR where if you refuse to dps down those bee's, they one shot. This either required high aoe damage (which not mny jobs posses even at that level) or focused single target priority until you could safely aoe. This is a great mechanic concept because it introduces the idea of priority. Jump to Thordan's battle in HW.... It's a joke. He hits 1% before he even begins "the phase" and every mechanic that happens during the phase is basically immediately shut down. Meanwhile Nabriales in ARR is another good example of trial that requires competence... The orb phase will wipe the party if they refuse to block the orbs from him and the sprite causes slow on players further allowing this. Then to boot, tanks have to take meteors toward the end and dps need to focus on the meteor falling. This introduces urgency and the need to mitigate or at least understand some mechanics. The tank is also required to mitigate or get healed VERY quickly if they don't through triple cast tank buster. I like concepts like this, they shouldn't be nerfed down or need to be easier. We should have solo content that doesn't have the option to be "very easy" or "easy" but instead demands what those instances dish out. That tells the player, "hey, you're this far into the third expansion, I'ma show you that arm's length is super useful and also remember how to do stack markers". Unfortunately, it's only getting marginally easier and less is required as a group to do things like this. Going higher in content should present more of these examples, not less of it. That's why I didn't mind tank busters being introduced in expert dungeons as of late. It demands the tank understands how to pull or how to mitigate, or they wipe, as well as priority. I hope we get more of that and less complaints about it, I also hope it creates the gap in the average individual vs the more advanced individual who has learned their kit. Your reward? Not wiping. Though this is still only seen as a time reward thing and can just as easily be done without much thought process so long as you just go in just pressing 1-2-3 to your leisure with as few enemies or as many as you like.
Having speed shouldn't be the objective. Being able to overcome the challenge presented should be... It's also why I REALLY appreciated The Burn when it was current, especially for the final boss. I would argue that's my favorite dungeon, solely because each boss requires you to learn/recognize a pattern or you will be punished for it. Not too much the first 2 bosses, but the final boss, definitely at the time.
This. For the longest time I didn't even know these forums existed and just used reddit instead and even then I wasn't really looking out of game at websites for this game often.