Quote Originally Posted by Jeeqbit View Post
The main issue is obviously that this doesn't work for the masses. As in, a new player joining the game won't do any of the things you described. Since a lot of players don't get beyond "new player" status or to the point of understanding the game well, or are leveling unfamiliar alt jobs, it results in the majority of people in dungeons not playing well. This may be bad now by many accounts, but it used to be far worse when the capability for rotation failure was higher. It was hard to watch how bad it was sometimes - you had tanks spamming 1 button or using sub-optimal combos in sub-optimal stances, or Summoners using the wrong summons so that their damage wasn't good, etc. This meant that by the end of the MSQ, a lot of players still weren't good enough at their rotation to try out end-game content and it was hard to watch, whereas now they are far more likely to be.

You could say "well highlight it for new players". But that's what happens on MNK and DNC and VPR already. And highlighting it thus makes it easier.
Who cares if the majority aren't playing well? Does everything and everyone has to play optimally and perfectly all the time? Is this really what this game has gotten to? FFlogs, tomestone, optimized raidplan wars, and shaming people underpeforming in dungeons?
I've had my fill of HW dungeons, there were hiccups, especially in ARR parts where new players learned... And that was fine, people learned. We explained things to them. People talked in dungeons back then. And at high level or expert roulettes, it wasn't that different than today. People played badly? Heck you could actually rise to the occasion and carry with your own skills, adjust and enjoy the deviation from script, unlike today.