Quote Originally Posted by Loggos View Post
I think this is why we need casual content to be designed in a way that makes healers necessary but not too difficult (e.g. by frequent low-level damage that, if untreated, adds up and exceeds the non-healers self-heals/mit, but can easily be patched up. As a result it woud require you to use more healing instead of your sinlge button damage spell) and perhaps add some casual-specific safety nets into normal mode content (I keep on harping on variant-dungeon style resses but there can be other things too of course) instead of trying to engineer the safety into the kit itself by making it as easy as possible.

Alternatively if that is not possible I still think a better DPS rotation can be a good compromise. Like this the difficulty could stay as is and healers that are still learning/struggling could clear it as they do now, but seasoned healers would at least get more to do than spamming 1.

Imo the game also doesn't do a good job at communication due to its lack of proper tutorials.
If you have a complex kit then it should still be possible to run casual content in a way that doesn't require you to use it optimally at all to clear it.
If this was communicated properly in the game or if it was "common knowledge" in the community (bc I think for many who don't engage in FF14 social media it might not be) then complex kit designs might feel less overwhelming and anxiety-inducing to casual players. They could be assured that they don't need to use of all of it.
It's not that hard to come up with a system to accommodate everyone.
Solo players have trusts. Party people have (harder) group content. If you have a single player duty you can select between very easy UP TO very hard so you have options. There. It's not perfect but it's a start.

This problem has been solved decades ago. Difficulty settings.