Quote Originally Posted by Rein_eon_Osborne View Post
A bit unrelated, but SE does seems hell bent on doubling down with changes that potentially eliminates sour interactions between players. Healers currently felt the largest impact but I’m seeing couple of signs on neighboring role as well: tanks.
Basically yeah.

I think it's easy for people to get lost in thinking this is a Healer problem, but this is honestly a game-wide problem. And it's detrimental to each role it's applied to. Healers almost don't heal anymore, leaving them as a simple support DPS much of the time, and Tanks likewise don't do most of the things players who WANT to Tank think of, like agro management or poss positioning - two of the three legs of tanking (the other being mitigation, the only one they still somewhat interact with, but even there, because of self-sustain and even some shielding like GNB's -2 of its main 1-2-3 combo, even part of this is automatic). Much to the distaste of people that prefer the Trinity in their traditional roles.

One could also say this for the DPS roles. Melee now have almost no positionals, and boss hitboxes are the size of planets - that's not just making Tank more fail-proof, it's also making Melee fail-proof. Somewhat ironically, Ranged (though they already had the easiest rotations) and Casters (with 1.5 out of three of them being pretty easy to play) have the more challenging aspects of their roles still. BLM and 50% of the time RDM having to worry about cast times (though less than they used to), and Ranged are expected to be the "flex" party member with things like the P5S swap on Intemperance.