No, people were always as they are now. Even when the game was "harder". I mean, dungeons were never hard in the first place, even in Heavensward. The worst was like... The Vault? But once you got used to it and synced down, it was trivial.
People didn't become better at the game "because there were tank stances", for example. They just simply did stuff like staying in tank stance always, or spamming an enmity combo instead of other combos such as DoTs. I remember we had some SMN join Heavensward savage parties who like didn't... summon anything.
It's really always felt that way though. Healers exist to heal the mistakes of people who can't do mechanics... and occasionally raid-wides. So if everyone can do mechanics they are mostly just spamming broil and supporting the tank with big pulls. It wasn't really that different in the past.If you're self aware of your own mistakes, that's fine, but if you aren't, you may (as way too many) fall into the trap of "healer didn't heal me".
The difference now is that mechanics are better telegraphed, so people are less likely to be unaware of mechanics such as in Lost City of Amdapor HM, where nobody knows the clone mechanic anymore, and therefore the healer isn't going to need to heal the results of that. The other difference is tanks can handle healing up or shielding mistakes a lot of the time. But the dungeons themselves weren't really massively more difficult, and felt like they killed you in 1 hit about as often as they do now.
Two things that have changed, for sure, are tanking (because in ARR you just had to mitigate autos constantly and tank busters weren't necessarily these telegraphed casts), and the removal of DPS checks (but for context, the enrage on O1 normal is like 14 minutes so it's not a serious DPS check and may as well not exist).The lack of healing, dps and tanking check during dungeon bosses is also a problem.
Now, although I'm arguing these things were never that much different in the past, that doesn't mean I wouldn't be happy with things being tougher. I personally would see EX1 difficulty as a fulfilling normal difficulty. When it was current, if 1 person was missing from the Ahk Morn, you had to mit really hard or it was over, and that sort of consequence with the ability to try hard and overcome the consequence is what I like.
I think they just shouldn't care too much about making alliance raids hard. There are 6 healers and most of the alliance is a SMN or RDM anyway. They will rez through any amount of difficulty. So what's the point in making them easy when resurrection already has that covered?24man being too easy are a first.
I like the CLL and Dalriada concept of 8 people doing a separate battle that is harder, so the less confident players can do the easier fight and then it's both a choice and teamwork.
Can't agree with that though. People play for many different reasons: story, roleplaying, raiding, social interaction. They may also be fine with advice, just not from a stranger who they don't know/trust.And then there's the new trend of "entitlement".
Basically, people do not take advice, they do not want advice, they want to play the way they want. Fine, but not really...
It would be good if the game could at least prove to them that this part is wrong by having some sort of check in the MSQ, item level synced, that is a different check depending on your role, that way the DPS check doesn't have to account for tanks/healers. Or do it in a role quest and require the role quest.I've met a RDM in dungeon who spam verthunder/aero "because it has higher potency" (but like, the long cast) and he wouldn't budge from it.
If the game itself show entitled people that they're bad, they might get better (or stop playing).