Quote Originally Posted by Valence View Post
Current/modern difficulty metrics are extremely binary. Difficulty isn't organically baked behind the battle mechanics and jobs anymore. You cannot carry people and make them succeed at mechanics that will kill them. The only safeguards they found to counterbalance this is making tanks invulnerable in case the healer dies, which drives the binary effect even more lopsided once that safeguard fails[...]
^ This, many times over.

Additionally, I think what we're seeing from these players being walled by 'supposedly easy' mechanics are the consequences of removing too much job difficulties. For players (at least on paper) to stay 'engaged', that missing difficulty had to be moved elsewhere. Encounter design becomes the next logical 'lever' to be pulled further down. But given how they design modern encounters, how far can they really use the same template before everything starts turning from "Stand on X or get slapped" to "Stand on X or explode, Idc"?

If the job also shares that burden of complexity, at the very least SE can once again have the option to tone the encounter difficulty down. This way even if players are bad at playing their fave job, the worst they could do is playing their rotation not optimally, but still able to stay in the fray not getting one-two shot if they make mistake(s).