
Originally Posted by
Makeda
One common problem seen when you make it so content doesn't NEED a tank or a healer is that groups start refusing to allow tanks or healers to come.
Well, true to a degree. That's because both tanks and healers are pretty much just pointless fluff roles that nobody needs unless you force them on players, as they both rely on gimmicks that are only as useful as they are required. That's a core flaw of their very premise and it shows not only in your GW 2 glass cannon example but in our current DPS meta as well: Healers are to maximize DPS and so are tanks. You can see more of that in this game as well: People are not taking Paladins (and Monks and White Mages to some degree) into high performance content, because they aren't contributing enough damage to the party.
All of that is because mitigation and sustain/healing are only ever as valuable as they are required by the game. Once the requirements are met, damage reigns supreme. That's why the Trinity "just doesn't work" -> Whenever it isn't firmly enforced, non-trinity gameplay emerges naturally. It also doesn't work in solo-play, which is why there is nary a pure trinity to be found in games - Every healer and tank is a DPS as well. Non-trinity gameplay is the natural state of games, the trinity only ever "works" if it's brute-forced. You examples only prove that point.
Luckily, here in FFXIV tanks and healers deal respectable amounts of damage, so that they aren't kicked out of content that doesn't require them (like PotD). Even Paladins aren't kicked. They might not be taken by speedrunners, just as they aren't taken by high performance groups, but that's an issue that already exists and can be changed by simply giving them more damage. That is the lesson we can draw from the metagame: In case of doubt, add deeps. As such, I see no reason not to add more content that doesn't require them - unless, of course, SE goes to harshly nerf their damage. Then issues could indeed arise.
As for your latter paragraph, I'll note one thing: Teamwork does not necessitate someone being the center of attention. In fact, roles exist precisely to reduce teamwork in favor of specialization. It's the assembly line model: Instead of having everyone responsible for everything and having constant teamwork and coordination required, you give everyone their own little task/role so they don't need to tax themselves with knowing and doing everything and coordinating. They just do their own thing. That also shows in gameplay: Whether you shadewalker, heal, use storms path or whatever other support ability, you do not interact with another player. You dump it on them. Only few abilities have an interactive component - Cover for example. You have to stay within range of each other. That requires working together, because where you go depends on both people. Using Foes Requiem doesn't require such. Only the bard acts here.
And because of that, whenever you have mechanics that require actual teamwork, even if just a little, all hell breaks loose, as people aren't used to actual teamwork. Most of those don't have a center of attention either - That's the point of teamwork, so that's natural as well.
Now, that's a pretty big rant and it's only tangential to the topic at hand, so I'll put it in spoilers.
In the end, every game with "roles" has the issue that some are more popular than others and only vary rarely does supply meet demand. Last I heard from LoL, they still haven't been able to fix the support role and instead are now forcing people into it via force-fill. I think it's healthier to adjust demand.