The context does not go over my head. I am fully aware you had 2 proposals, a full on Support role, and hybrids. I am against the addition of a new support role, primarily because it adds unneeded complexity to. I don't disagree with more dps/support roles, as I suspect we'l see more of that. However, I think a better solution is to strengthen the existing design of spreading buffs, debuffs, and CC around ALL classes, and building encounters that aren't movement based DPS races.
The only reason the design team can't do that currently is they can't rely on a certain class's skill to be present. Part of solving that is strengthening the existing design.Can I just say as a retired bleeding edge world first raiding enchanter from EQ, that the situational usefulness was what made it so effing amazing! Some raids, I just buffed and tried to throw in my damage (which was a bit subpar, but my buffs made up for it)... and some raids, crowd control was a critical aspect of the encounter and I and my ENC comrads shined like the sun.
The difference between a good and not so good ENC was HUGE and obvious. You were CCing mobs that would destroy you in one hit and then wipe your raid. That game had something that this game didn't- variety in encounter mechanics that were based on class based skills -and- encounter mechanics that utilized support class skills. That game let everyone shine at some point... it wasn't a keyboard mashing jumprope mess.
You had pulling teams, you had tanks, you had healer teams, you had CC teams. You even had some dps teams (casters/melee). Everyone here is the same- just mashing their buttons while the entire group "jumps"!! at the same time.