It matters because it teaches the bare minimum of optimization. In most group instances, a ninja could just spam the first GCD of their combo the whole time and hey, it works because it doesn't matter right? Meanwhile a solo instance demands you have the damage at times. It demands you know how to dps well enough, maybe not perfectionist/elitist quality parse checking annoyance style dps.... But at lest to do more than the minimum. Solo instances as I've said, pave the road for what's ahead. You get on a bicycle with training wheels when you start, but you never use training wheels again... However you did learn that brakes and pedals are the thing you need to know how to use. Same thing in a solo instance. You're not with a bunch of setup AI, but you're being shown how to use your job effectively and understand some simple mechanic ideas like aoes.
I'm not being a negative nancy lol. I'm simply not encouraging dumbing down the game, and I repeat... I have not once anywhere declares I'm not willing to help out or teach another player who is willing to learn. I taught Zurvan EX when it was current content even after I got the bird, I teach current savages these days, I remind tanks what mitigation is if I'm healing and notice it's a lil unstable. I don't nit pick mind you, I either wait until it is actually a noticeable issue (may cause a wipe) or they ask.
I wont get into that dispute over that other thread saying why the JP community is better than the US one, that's just rubbish for the most part.
I'm also not making a thread on "bad DF players" either if that's the implication here. I'm simply saying that SE should go more out of their way to encourage improving outside of relying on other players (whether it's being carried or having to be told at a later level how to do something they should've learned at level 10). I say this not to discourage players from asking for help when needed, but rather... that there should be some degree of self motivation or self discipline included in the game that teaches a player without their hand being held. Worst case scenario should end up being "why can't I beat this solo instance? I'm playing X job and I'm doing X" with replies of "Do you use X often enough? There's a portion where X needs this done and is actually really useful in group content". Rather than the result being to say screw it and wait until you can be carried or whine about content being too difficult and in need of a nerf.
I agree on wishing players had more patience to stay beyond the 1-2 wipes when in a learning party that was beyond those first couple weeks of blind runs and etc. Sometimes I find a stable group, sometimes I don't. In the end, most players who end up leaving out of their frustration and inability to perform is dependent on the factor that they never learned some basics. Either through fault of their own of level skipping, not reading, content not demanding increased performance, or they were simply told what to do rather than learning why to do it. I still try to help where I can these days in PF and in DF alike, but if the person is unwilling to learn through help of another player, then at that point it's either up to the game to make them see what they can improve... Or they just simply won't.
I still say it's not just the community but rather a mixed hand from the community and devs both. We can all do better, I agree... But at the same time, SE has to not cave in on ideas that support making things redundant. It'll only hurt if more is made easier to do. My focus isn't negative, but rather preventative. I think something should be done sooner rather than later to preserve the game's entirety. Not just a focus on what happens at end game, but solo instances, regular trials, regular dungeons, EX's, all of it. I would prefer more than 10% of the content to give people the feeling of a job well done, well coordinated, that was enjoyable to boot.
An example I want to give is the final boss of "Malikah's Well". The boss isn't necessarily difficulty but does require the players of the group to step up to a degree. The vulnerabilities can stack for a longer period of time, making you more prone to damage and possibly wiping if you're not careful or learn the pattern in which to dodge/move. The boss teaches you each set of mechanics one by one then puts them together like a lot of our content does. It's not so simple as to just burn it down before these mechanics happen either, so there's none of that "we can just skip it" mentality that many mmo's put as a mentality from their community. In my experiences with this boss, I either see wipes, or multiple deaths that prevent the player from actively playing(you can't enjoy your job if you're dead right? That's one consequence at least I can see out of it). However, none of them have been negative... Rather if we wipe, the party or myself will offer advice in how to go about the boss to defeat it. By the end of the dungeon, they're doing as you said, thanking each other for the help, GG's, and saying how it was fun but challenging. It wasn't just another boss to get through the day and sigh as you repeat your base GCD standing in place without feeling like having to move. It wasn't just more of the same "let's move on already" type of content that encourages a player to hit the exit asap because they just wanted their roulette done and over with. It felt enjoyable to learn and clear together, to cooperate and understand so that we could overcome something. I want more content to feel like that, rather than a burden or a carry.
However, just off that we assume I'm referring to a DF group right? Well Susano EX was a nice change to that back in the day. I remember doing him pretty late in SB, not enough to have new gear above his weapon ilvl or to be able to cheese anything... But I definitely wasn't around for the first couple weeks of his EX. Parties were wiping and discussing how mechanics had to be done, they would communicate who had what responsibilities when they showed up and what the enrage looked like if we didn't perform those mechanics depending on our role. I didn't find many toxic parties doing it or anyone who was an ass about how to do the mechanics. I did however find many players baffled at the idea of having to move with a stack marker or just refusing to mitigate damage. Majority of the time though was refusal of doing a mechanic even when told how to do it that got us wiped (such as taking the purple marker you can move with, to the other side of the platform). My point here? The content was enjoyable and demanded players perform at least to a high enough level to clear it. It wasn't ridiculously absurd in difficulty but it wasn't a cake walk either. If there was something wrong, it was something the player had to learn from to continue. I feel the game should support this so a player understands "if I don't act now because of this, we all fail" rather than "eh, they'll be fine if this happens" passivity.