Quote Originally Posted by Duelle View Post
Not so much the content, but the way both the battle system and class design is tuned. That's what has allowed bad habits to form.
If it works because of what's designed, then they aren't bad habits. What works, works. The only thing that can be successfully while being less "skill-productive" is easy or narrowly involved content. That's it. Our dps-centric meta is actually more broadly involved for tanks and healers than more strictly divided or arbitrarily limited roles. That's not to say it isn't stunted—DPS have minimal responsibilities, and because their involvement/contribution is so singular in type and effect, it doesn't leave as much for healers or tanks to interact with as might otherwise be possible—but as I'm pretty sure the areas you take most issue with (going by your other posts, the role-blending in the "DPS meta" (really the "when secondary contribution is less effective than primary contribution right now, use primary contribution meta") are actually the ones that are more skill productive, those things are the few that least allow for bad habits to form.

Quote Originally Posted by Duelle View Post
The thing is that DPS checks are there to challenge the DPSers in the group. There's encounters that are tank encounters (read: your tank not messing up leads to you getting the clear) and healing-intensive encounters. The third part of that is DPS check encounters.
Consider though: every healing intensive part of a fight that is not pure unmitigatable damage uses more than just the healer; DPS and tanks are expected not to step in shit, to appropriately use CDs, etc. I see no issue in DPS checks being similarly multi-role, and I would actually very much like for "tank encounters" to be less dependent on a single person's having hit a scripted button at the right time, irrelevant to anything else happening in the fight or anything else that the party is doing.

Quote Originally Posted by Duelle View Post
[Designing mechanics to punish rapid damage-dealing] is counter-intuitive and sort of pisses on the DPS. I was not a fan of this when they tried it with Pharos Sirius (adds on the first boss spawn at certain HP percentages).
Agreed, though I actually liked it in that particular fight (Pharos 1st boss, pirate + dogs) because it allowed me to time add waves to crystal formation, AoE burst availability, etc.

Quote Originally Posted by Duelle View Post
Unfortunately, for SE this translates into "more Dive Bombs and clones of Final Liberation". Add control would be a good approach, but I've yet to see SE try it in a way that is not "here's something else for you to hit for a while".
Renauds in T7. And... that's kind of it, sadly.