In Heavensward, DRK was impossibly difficult for a casual player to get into compared to now and a handful to take into savage. The tanks were full of pointless abilities like standalone dots, Reprisal requiring parry procs which don't happen much when bosses do magic damage, cross-class skills like Cure and Fracture. You had to level PLD to get Provoke and you had to level Conjurer to get PLD. Trying to explain what an enmity combo is, was enough to convince DPS that tanking seemed complicated and to keep away from the tank role.

The developers want the tanks and healers to be able to be played by a new player at a decent level. That's been made pretty clear in live letters. The 5.0 balance got a lot more people into tanking and they want to keep it in that direction.

This does not mean there is "no skill ceiling and skill floor". If you have tanked for years like I have, the difference between a new or casual tank and an experienced tank is still night and day. I can spot it immediately.

Quote Originally Posted by Caurcas View Post
These issues, however, are nothing compared to how the community and general attitude have shifted toward shielding the bad from valid criticism, and a general apathy towards self improvement. Even the devs have admitted to designing content in this manner. It's all quite disheartening, given 14 was at in time one of the most mechanically engaging MMOs.
What you call "bad" is usually new or casual players who are either still learning the game or never intend to learn it properly because they are just enjoying the story, roleplaying or normal mode content. It's important for them to have a good experience and not find classes overly complicated.