Quote Originally Posted by Rein_eon_Osborne View Post
It’s a conundrum, yeah. It’s why I believe having more fail states than we currently have at the moment would’ve been healthier—by that I mean, introduce them gradually. Let players build that resilience against frustration. It’s good for them as a player in long run. Let them grow; let them learn; let them fail; let them relearn, they’ll come out better.

Lack of such resilience compounded by how watered down the jobs are made us focus incessantly i.e. over minor 1-3 dps losses because.. what else there left to focus on? Everything becomes black & white. Encounter design in return cannot account for the in-between, they just straight up become a one shotting galore.
If encounter design is ramped up too much you will have the speed runners who queue in duty finder raging because they can't clear a dungeon in less than 10 mins with randoms. I mean its already bad enough when DPS go zooming past sprout tanks and healers in content they are literally viewing cutscenes in to pull trash mobs because they "don't want their time wasted" While I would love to see a return to the original difficulty of optional hard mode dungeons return, the dev team has made it clear that's been abandoned it seems and they are always going to ensure casual content stays casual and easy to clear.