First of all, I have not stated it as just the MSQ. That is a misrepresentation of what I'm saying. You're brushing off everything from roulettes to alliance raids to normal raids to Eureka and Bozja to treasure map farming to PVP to wonderous tails and so much more by saying "The MSQ is not the game" which, also, it kind of is. It is largely seen as the main driving point of engagement by the player base at large.
I would insert a quote of me saying "there should be a simple and forgiving job for every role" from each example of me saying it, but I'm too lazy for that right now. In short, I have been saying over and over and over and over and over and over again that there should be a healer who is easy to pick up and forgiving to the beginner--a 4 out of 10 on the difficulty scale--the Dancer or the Red Mage of healers. That is asking very little of someone who wants to be good at one job, but isn't interested in something overly challenging like Ninja.
And regardless of how you slice it, having a job with 32 actions on their hotbar (including role actions, LB, and sprint) but only needs to use 6 of them more than 5 times in a 7 and a half minute fight, with one of those actions being used 134 times--nearly 60% of their gameplay is unacceptably bad game design. I don't care if this is an exceptionally talented player, no game should enable this design to be possible.
And I'm totally fine with trying to make the act of healing cut into that Glare usage more. I'm 100% in full support of that, but you cannot convince me that creating a environment where turning that abomination into something like the following example, but with healing instead of damage, in all forms of group-based content including those dungeons, those roulette runs, those alliance raids, etc. wouldn't tear through a massive percentage of the casual playerbase like a sci-fi body horror parasite shredding scientists in half asshole first.
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