Quote Originally Posted by Valence View Post
If anything that's why the battle system has been dumbed down so much that it doesn't get in the way, and the tank literally cannot die.
I don't think the two have virtually anything to do with each other. Nor are the latest dungeons particularly "harder" than before; the "be here by X time" objectives are merely more visible. Casual content now has fewer and/or more lenient DPS checks, less need for coordination, and generally less cognitive load even before factoring in job kits.

Tanks can't die because the devs decided that people are more likely to play tanks, reducing queue quota bottlenecks, if they can be demi-gods, and healers are 20 shades of excess healing and a skill and a half of anything else because they decided that'd draw the most overall appeal to healers, not because we needed to save cognitive load for the present fights that, on average, take no more or take even less thinking ("monkey see, monkey do" included). When AST was running Sleeve Draw, Spread, and Royal Road and optimizing outcomes under varied conditions and per different compositions, we still had Mist Dragon offering far more difficulty than most Dawntrail dungeons.