It isn't that fights need to be "easier" or necessarily more forgiving; however, even skilled players make a mistake and even more skilled players recover from those mistakes. The current encounter design relies heavily on practice and memorization. Once again, not necessarily a bad thing, but most of the challenges in this game should be derived from skillful cooperation and skillful use of our characters' abilities, items, etc... Instead, its knowing when to continue an ability rotation and when to stop in an effort to dodge or use mechanics.