It's tough.
The dev team balances the jobs around CC, not around FL. So it isn't surprising that stacking jobs with similar thematics (large AoEs, smaller AoEs with larger damage, etc) causes an uproar. My issue is that the skill floor to execute a coordinated attack is
abysmally low. A well-coordinated shot caller can see great success without the need for voice chat. I can't imagine how effective a succinct, voice-chatting group of 4 can be (not that I can't, I have seen both the giving and receiving end). I recognize that the level of balance change is more work than I think SE is willing to put in. So what is there to do?
While a separation between group ques and solo ques could be created, I look to the Feast group ques from the past. It was never populated from what I remember; so to that end, I'm not sure if separate queues are the answer. Maybe it is? I don't have the information to see if multiple queues could be justified.
Limiting AoEs to a certain amount of enemies hit? Reducing damage of an AoE attack after 3 or 4 enemies are hit? Although I did think this was a good idea before, it gets less attractive as time goes on. How will the game choose who gets hit by AoEs?
- Lowest HP enemies hit? To me, that sounds like a recipe for kill-steal after kill-steal. Not a mechanic that promotes fun in my mind.
- Closest enemies to the caster? That's a funny recommendation given the current meta is based around congregating enemies into 1 singular spot. To me it feels like we will have DRGs with their 5-10 yalm nukes, and other jobs that mimic what a DRG does with their AoEs. Not to mention some classes are based around that AoE hitting as many enemies as it can.
At the end of the day, FL should be fun. No one likes losing, but why play FL if it's not fun? Rewards keep people around, but I hope the majority of people play FL because they enjoy it. And even if this is anecdotal based on my experience, I understand how a few are ruining it for the many. Group play may not be intentionally ruining it, but I never thought I'd say "teamwork is so effective, that it's having unintended consequences for the whole beyond just helping win a match". I'm disappointed that some sort of solution hasn't been put into place, but not surprised given how the patch cycles pace out. Hopefully 7.0 will shake out some of the issues.
Please look forward to it, I suppose.
PS:If anyone else has a solution I haven't heard, I'm all ears