I actually sort of disagree here. Although I think some of the changes have gone overboard, if I'm objective, they have solved clear (and reasonable) problems:I do want to say that although they addressed these issues, like many things in this game it was a "you're only addressing it NOW? after all this time?"
- Tanks can feel stressed about how to position a boss, admittedly even I often did in certain fights despite my experience, so now that gets handled for the tanks. Although, it creates a new stress tbh by forcing the boss to spin when it's my job to stop it doing so, so I have to fight the system to prevent the spin.
- Players can feel pressured to guess if they are close enough to get raid buffs, so the range was extended. Most of the time it wasn't that you didn't try, but that it just missed them by 1y on a technicality and was just annoying. It took me a while to get out of the habit of moving close to the party to buff them... but if I'm objective, I only do that because I've played years and most new players wouldn't understand they needed to, so it solved a clear problem.
- Overwriting buffs or combos expiring or ranged GCDs interrupting combos was annoying and stressed DPS-minded players. Definitely was a pain point, so it solved a clear problem...
- There was way too big a gap between tank players that wasn't good for the game when we had stance dancing, because people either used tank stance 100% of the time or DPS stance 100% of the time, thus this complicated decision for some players was removed. I enjoyed stance dancing, but it solved the gap between tank players so was it entirely wrong to do it? I think we could still have the former effects of those damage stances like Darkside, to be fair, so that went a little overboard.
- New players just didn't know what cast was a tank buster. Without having my level of experience, most people just didn't know every tank buster in the game and its characteristics. I don't like the tank buster indicators because I feel like learning them is part of becoming a tank, but objectively most people never will play enough to learn them all so... was it really wrong for them to add them?
- Positionals are stressful and hard to do and distracting. Moreover, many players don't even know they exist. So the potencies on them were reduced to barely anything and the amount of them was reduced, so the min maxers can do them if they want to but the impact isn't so big if they are ignored. This addressed the clear problem of their difficulty, high level of stress and low level of awareness among players that they exist. So was it entirely wrong that they addressed it?
It's fair enough to remove these forms of stress but maybe a more tidy and intuitive form of said stress needs to replace it then.