Quote Originally Posted by Absurdity View Post
Because even if they say they were going to increase healing requirements it would most likely end up a joke.

Since the healer rework with ShB they have claimed to have increased healing requirements for fights multiple times. Every. Single. Time. it changed exactly nothing, you still healed the encounter the same as always.
See the thing is, they have increased healing requirements steadily. The problem is that the fight design hasn't changed, so you tackle the increased healing requirements the same way - throw however many buttons needed to survive at it, then go back to dps.

The other problem is that it's extremely skewed towards the shield healers in general, something that a phase like P7 DSR extremely showcases when you take a look at what the shield healer is doing compared to a WHM. You can easily compare a fight like uwu, ucob or TEA to DSR and you'll see major differences. Outside of Golden phase & primal roulette, even back in the day most of the general raid wides in the fight only required a 10% + shields to survive, even if it was spooky. TEA is an even bigger problem in that once you get past BJ/CC, the healing is absolutely non-existent besides a small section of J-waves.

Then you look at DSR where basically every single raidwide aoe requires 3-5x 10%s + shields or you instantly drop dead. Or take P4s week 1 for example, where you compare to week 1 E12s where every maleficium could be technically survived with shields and nothing else, Bloodrake & Decollation would sometimes just obliterate from full HP + shields if there wasn't some kind of extra 10% rolling.

Quote Originally Posted by Lauront View Post
Agree with that. The other thing is, if they're rolling out trusts to all trials and dungeons, could they not in principle add such a feature to those too (in the sense of easy/very easy)?
No, because roulettes exist.

For a sizeable chunk of the playerbase, roulettes are their 'endgame'. The kinds of people that don't want a challenge, want to lie back and enjoy whacking some dungeons/trials for easy tomes while they have a laugh with their buds on VC. Or the people that have limited playtime and don't want to spend half of it wiping to one trial. Roulettes in general are the lifeblood of the game for the vast majority of the playerbase, and are meant to be daily chores to skinnerbox people. Because of this, if they ever added easy/very easy options to an instance, those would be the default for any roulette by vision of the dev's game design.

Which ultimately, would make the 'hard' equivalents a waste of dev time, since you'd only ever see them by manually queueing them - and who would manually queue say, Leviathan Hard mode when it offered no rewards and would pose no challenge for anyone even remotely skilled? It'd have been a waste of dev time that some people might queue up for once for funsies, then fall into obsoletion. Why even bother when they could spend that time working on literally anything else?

The devs have made their stance on MSQ clear; it'll always be easy, no if's and or buts. Asking for changes is literally a waste of anyone's energy since any feedback regarding it will likely go straight into the bin when they have petabytes of statistics clearly stating their current direction is correct due to the changing landscape of the video game industry. In a game industry that is growing ever more predominant base of users that play video games to relax, or play them not to be challenged, and an industry where whales have infinitely more intrinsic value as customers than a normal customer does, casting the widest net in hopes of snagging a whale that will spend 50x on the mogstation than you ever will in sub costs by making the game friendly to people of any skill level is the industry meta. It's why they're pushing the 'single player MMO' idea so much and going back to re-do parts of the game to make it friendlier towards that playstyle - because its working. There's a reason Square's mobile games division is the main money maker of the company, and it ain't because of making challenging games; quite the opposite.

Your energy is better directed at asking for more optional content with modular difficulty unrelated to the MSQ in any way, like the Criterion dungeons they're working on.