Quote Originally Posted by Ultimatecalibur View Post
Because fight design and job design are so disconnected. The designers seems to be checking if content can be cleared and not how content feels to clear. Content seems to be designed for dps enjoyment rather than tank and healer enjoyment.
I honestly don't know what they're thinking with content design. On the one hand it feels like they're designing it so that even healers with really low skill (think cure spam) can heal enough and successfully clear it. But then they also make the fights chock full of AoEs which require decent situational awareness to avoid and will easily get you killed if you fail to avoid them. It's hard to believe someone with enough skill to avoid the AoEs is simultaneously so inept at healing that they'd be required to heal on most GCDs. And if the entire party is bad then the result is usually a raisefest rather than a healing spree.

I do like the AoE avoidance part because being a heal turret is boring too. But it feels that they're leaning a bit too much that way.

Quote Originally Posted by Ultimatecalibur View Post
Look at Puppets Bunker: only boss 2 needs 3 tanks, bosses 3 and 4 need only 1 tank and the first boss only has tank busters to enforce tank inclusion.

The natural healing distribution of one healer watches the tank while the other healer focuses on the dps doesn't really work if 2 of the parties are participating in the fight as 0 tank: 2 healer: 6 dps comps.
I thought the first boss also does autos against each tank? Anyway, even those fights with a separate boss per party can be solo healed easily if the party is not full of total idiots.