Quote Originally Posted by LilimoLimomo View Post
Fundamentally it's all the same principle: tune encounter damage, player healing output, and mitigation tools such that more healing is required. The only difference between different tiers of content would be what percentage of cast time is mandatory healing/Esuna/etc and what percentage of cast time is wiggle room for player mistakes (fewer mistakes = more potential for DPS); as content increases in difficulty, there should be less of that wiggle room.
You say that they could do the same thing, but you also say that there has to be an upper limit, therefore, it likely won't be any different than it is now. Any experienced healer would be able to breeze through dungeons and they would still be bored when they don't get an absolute disaster of a team, adding a couple more AoE heal casts or Esunas per minute will not be any more engaging than it is now. Experienced healers at this moment can go through dungeons with 0 GCD heals, if you add in some Esuna casts, they would still be casting their 1 damage spell 90+% of the time.

New players don't stay new forever, they also will eventually gain experience and also become bored, they absolutely do need to strike up a balance between healing and non-healing activities. It's not acceptable that content should be segregated in such a way that you have to be at the level that the content is tuned for to be able to enjoy said content, because MSQ is a required part of the game, so everyone should be able to have fun in any battle content in the game, whether it be dungeons, alliance raids or ultimate raids.