Quote Originally Posted by Renathras View Post
It's not like crowd control and support stuff doesn't exist. While it's just used for Tank, DPS, and Heal, it'd probably be possible to make a BLU Support build based around things like crowd control and enemy placement, etc.
The last time we could CC a boss outside of a mere interrupt, though... was the very first in the game (Ifrit HM), no? It's not exactly relevant to any difficult content. (Though, I certain would love to see Savage Dungeons and Exploratory Missions. I'd spam that shit just for fun.)

WoW has had difficult (for given eras of gaming) content that was eventually made trivial for people to do years later by overgearing, but was difficult at level.
Right, but that's why I asked about having that "for more than just Ultimates and the highest tier of the most recent content".

Is the ability to speedrun anything and everything really worth wrecking an increasingly large portion (already some 99%) of the game over?

Do the 'gotta go fast' benefits of letting, say, Crystal Tower scale to nearly twice its minimum item level... really outweigh the mass content-degradation is causes by removing its difficulty (or even a third or more of mechanics, in many cases)?

but you can clear those with parties of 4 Healers or 4 Tanks or 4 DPS, or even 1 Tank in many cases
Tbh, I don't even really think that's a problem. Heck, being able to flex the norm is... a fun bonus, really. It's just when the matchmade norm is pretty clearly inferior that we'd have a problem.

What I meant by the difficulty necessary to situate Support is more... mechanics and situations where support beyond just "Here's another rDPS buff!" would actually be worthwhile. A in-combat speed buff being worthwhile, for instance, requires having some things that you are otherwise going to be hit or would otherwise cost quite all but the contextually hypermobile some amount of rDPS, even if not necessarily as a one-shot (which in turn requires a particular balance between healer restorative vs. offensive ppgcd, etc).

For Support to be a thing, I suspect there need to be a decently tight balance between roles, including a certain fungibility to their outputs (tank turtling = healer chadding, instead of just a waste of resource; healer having spending oGCDs previously saved for emergencies that can no longer happen = melee can, in fact, stand in that fire; etc.), and also mechanics that are willing to hurt / pressure.

But if we only have even the last bit (sufficiently difficult/pressuring environments) in 1% of content (Ultimates and the latest Savage) simply because we can so outgear everything else... would that even seem worth the effort?