Hi,

ok, this headline might sound a bit confusing but please hear me out.

We all know trash mobs in dungeons. Tank runs in, grabs aggro, mitigates (hopefully), the DPS and the glare mage burn them down, you fight the boss, and then repeat. It's fast, it's standard, but it's also very boring, unless the tank doesn't know how to mitigate and tank properly or is very undergeared and cannot hold aggro. (Or it's Stone Vigil and they tried pulling all sprites.)

However, recently there have been a few occasions where we fight on platforms and going by what we know from the media tour, this concept is here to stay. Platforms in water or the air or wherever are supposed to give you a feeling of being cornered somewhat, and also make it impossible to have any say in how much you want to pull or not, the game decides for you and usually goes with "less is more".

It's a place with a lot of potential that makes things even more boring for everyone who is not a tank and is just spamming their AOE because the rest of their toolkit isn't really needed, especially for healers, who are already going to be bored to death with Dawntrail.

So how about, please bear with me, making some platform adds untankable, like in some ARR dungeons? Sounds super annoying at first, but:

1. It would be more interesting than pressing your AOE until ded.
2. It would be a great opportunity to utilize support skills and team play. Use your Reprisals, Shield Sambas, Bloodbaths and Covers, protect each other, work together. These things barely come into play unless the boss makes a raidwide or someone really messes up. Make them important!
3. Most of all it gives healers something to do when they don't just have to protect that person who is already decent enough with protecting themselves. This would help them using the full range of their healing kits in casual content outside of P10N Harrowing Hell.
4. On platforms in particular it would strengthen the impression you are served the enemies on a silver platter, being cornered and able to be attacked from everywhere. Would just add a nice flair.

It shouldn't be in every dungeon ever, but it would be a nice thing to spice things up once in a while. One could consider doing other things on platform in particular, like the platform being destroyed by attacks like the boss arena in the final 5.0 dungeon, or adding more attacks where everyone gets damage because you cannot dodge them entirely, but this would still result in spamming AOE, just with a bit more healing sprinkled on top of that.

In my opinion it would also make dungeon runs more interesting and utilize all job skills more without having to add entirely new mechanics and ramping up the difficulty level significantly. It would enrich casual story dungeons without making them a lot less casual. This would also be something not really that impactful in a trial or normal raid where you have one big arena with plenty of space for kiting or whatever. And doing this in Alliance Raids with 24 people might be a bit too much chaos for everyone and require a ton of adds if they are not supposed to be burned down fast. (Of course there is other shenanigans you can do in these duties with untankable enemies, but I haven't thought about this a lot so far.)

Most of all dungeons are often giving an opportunity for nice environmental storytelling, setting the mood for this part of the story and giving a good impression of the gravity of the situation (like Vanaspati, Holminster Switch or Pagl'than). They also allow for more versatility and shenanigans because they are many small different areas tied together. It would be cool to have a more interesting battle experience in there as well. And it would make dungeon runs a lot less boring for healers who only get to heal with their full potential if their DPS mess up dodging or the tank does a Shisui Tide mega pull without mitigations.