Quote Originally Posted by AmiableApkallu View Post
I think there are two points to be made here:

1. The MSQ is most likely designed to be cleared by players of a certain, minimal level of skill; it's designed to accommodate some level of mistakes. That includes the healers themselves.

2. Healers are the one role whose experience currently varies widely based on the unpredictable nature of the party they get put in.

Personally, I play for that unpredictability, so I'd be interested in seeing the MSQ and other content embrace it: More mechanics, more variations to those mechanics, none of them according to a fixed script. (Scripted phase changes are fine. I waffle back and forth on scripted "teach the mechanics" sequences.)

I don't think that would affect the difficulty of the MSQ, because no one relies on going into it with a fixed plan based on predictable fights, but it might make content on the whole a little more engaging.
I think more of a balancing act on this would be needed. Like the first couple of bosses are more predictable and teach mechanics used in the final boss which operates more randomly (they probably can't go too random for MSQ dungeons due to the Trust/Duty Support AI needing to be able to do it), especially in optional content.