Mainstream content is probably not a proper subject for talking about damage numbers. However, toxicity in normal content comes from friction between older players and new ones because when you've played the same game for years, it turns into driving a car. Someone who doesn't know how to drive will make these mistakes that seem incredibly stupid to the person with years of experience, and then that coalesces into the muddied tarpit that ends up happening. I've been in a few myself and I'm still working on strategies to deal with it. Sometimes you can't do anything about it.
Stuff you can do nothing about:
1) a new tank or player that auto pulls and ignores party chat, then proceeds to bungle mechanics left and right or simply doesn't understand that he has to do mechanics. The only thing you can really do is let the player die, don't rez them, and hope the one good one you have can handle everything. They should be able to given the mitigations.
2) Three or more people that don't pay attention to party chat, fail mechanics, and then blame others for it. Nothing you're going to do or say is going to fix that scenario.
The biggest reason this issue crops up is the roulette system itself. What happened is that everyone loved it because it saves on time for making groups. Then when the content got crunched down and made easier, it became a daily driver so people would log in and start doing it like a slice of life.
However, now that we have a huge influx of new players, we suddenly lost the predictability of being able to clear past content quickly. A simple 8 minute alexander roulette can take 30 minutes, and some alliance roulettes go from 30 minutes to an hour, turning the alliance roulette into another form of the MSQ roulette.
I'm going to be strait forward: There is no solution to the roulette system other than to go back to doing PF groups. Zombie players are going to exist in just about any game where the difficulty has been toned down to the point you can get hit for 5 minutes on a tank before dying because said boss hits you like a wet sponge. Vuln stacking does help a touch in adding punishment systems, but since a lot of mechs just punish the group for failing a mechanic and not just the single player, it's kind of a broken incentive system.



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