Ever been in a group where everything was going smooth, and then for some reason, when the boss is <5% still finds a way to wipe the group? I'm sure you have, especially if you have any kind of extensive experience in PvE content. How about a boss enraging at 1%? Makes you think on the mistakes yourself or the other members of the group made during the encounter, doesn't it? "If only I didn't die after that one mechanic; we would have cleared the fight." I wonder how many players have told themselves this. It is a testament at just how quickly the tide can turn in favor of the boss, and how much HP is locked up in even 1% of the boss' health.
I say don't trivialize content for several reasons, and difficulty is only of them. A lot of time and effort goes into the design of the encounter. Players tend to learn the encounter through trial and error, and that has to happen before they can even begin to think about optimizing it. And player skill also falls under this umbrella, which are all over the place. This is even more true in casual content where lowest common denominator players are grouped up with players of exceptionally high skill on their DC.
When I say 8-man encounters need two healers, it isn't because of the difficulty per se; but rather it has more to do not putting unnecessary pressure on one player, and to cover their arse in case they mess up. The majority of the game's healers find comfort in having a co healer to help ease that pressure. It isn't on anyone to dictate what kind of pressure any player should or shouldn't be feeling.
Hey, don't tell me about this. Why don't you take this argument to the game's optimizers. Especially considering the futility of trying to get healers to not use their GCDs on restorative abilities, despite that is really the only thing for them to use GCDs on other than their very limited offensive kits.
If you're admitting that players make mistakes, even veteran players; there is no argument to be had here. You are literally on the same page as myself and the other poster you've quoted. Content being scripted is not a reason to take away a healer from the comp, and does very little to make a case about healing requirements in general. People love to use healing requirements, or the lack thereof to make their case to overhaul the healers. Problem is they never tell the whole story, so they use it to only benefit their own agenda. Encounter design has healing requirements that are static, meaning they are present each and every time you participate in that instance. The other healing requirements are those that fall on the player to correct the mistakes of others. These are intangibles that require a healer to be reactive, and arguably where their true skill as a healer is tested. And you know that? The majority of the game's healers fail this test.when most people say no healing they refer that there's no healing needed outside of "scripted" healing which is 100% true. cause unless somebody messes up a mechanic it's literally 0 healing needed and besides it only like one extra oGCD heal being used. boy i sure am healing a lot. also yes we're human we all make mistakes even top tier players make mistakes but thats how you learn you progress. and considering we literally have content being completed healerless and a tank that can in fact solo a dungeon. dismissing the fact that healers are becoming less needed is a huge oversight. P1s was cleared by 8 tanks.
It's one thing to know what is coming, and have your heals at the ready. It is something else entirely when a monkey wrench in thrown in a player's little scheme to handle the mechanics.