Quote Originally Posted by Lyth View Post
Part of this just reflects how players have changed from 20 years ago. Progression isn't tied back to your community. You can find groups at your specific progression point with relative ease, and just jump into doing content on demand. As a result, we're less tolerant about waiting around for other people to work through their mistakes. Nobody wants to sit around and watch a so-called 'main tank' learn the pattern of cleaves on a fight or how to move a boss. You might want more intricate heal checks, but players aren't going to sit around and watch you learn how to manage your resources and figure out your timings in order to do so. Mechanic checks are more egalitarian. You're either at the prog point, or you're not and we silently disband. Your role choice doesn't matter.
While I did try to show how the genre itself is indeed moving into a certain direction and I agree with that, I think that saying this is a complete fallacy. I could say the exact same thing with healing: if your healer isn't healing properly and learning how to manage their toolkit in order through a fight, you'll wipe and people will get frustrated. Worse, if you have the same person constantly fucking up on a body check mechanic and blocking everybody from progress, it's the exact same thing. I do ask then: should we also completely remove healing, because if the healer is bad, it's frustrating for the rest of the party? Should we remove body checks, because if one person is bad, it's frustrating? That's a fundamental part of team based online games, so if people are trying to find ways to not have to deal with that (hint: it's impossible), then perhaps they're not playing the right game?

Or perhaps what you tried to hint at was that they're going down the road of balance between solo play and team play? That would be fair, but what we have right now already feels like almost a solo experience with the side effect that if someone else fucks up their solo experience on the side, it also wipes you... How is this better than an actually team based performance? That's what the game feels like at higher level those days.