
Originally Posted by
FlorineC
I'm not sure I understand what you mean. The story dungeons are harder than they've been in prior expansions, but I don't think they require an unreasonable reaction time. You use the first boss of Origenics as an example, so I guess I'll talk about that.
The fight really only has two mechanics. The first is the venomspills, which give you roughly four seconds from telegraph starting to attack snapshoting where you have time to dodge, with ~two seconds from snapshot to the start of the next telegraph. You are always safe from this mechanic if you are 3/4 of the way to the edge opposite which side the boss is attacking, so this gives you four seconds to read the boss telegraph and move 1/4 of the arena over, and two seconds to reset yourself to the middle. Instances of this mechanic are also over a minute apart, so you can have Sprint available for all of them (granted, the duration only covers a part of the mechanics length). This seems like an extremely reasonable amount of time to dodge the mechanic, and also has leniency built in for getting hit, as one hit only does about 75% of a non-tank's hp.
Afterwards, you have five seconds of free time where nothing is happening, and then ten seconds of the boss telegraphicing its next attack. This gives ample time to heal the party up and raise at least one if not two players who may have died during Venomspill. The following mechanic is a simple left/right/front dodge, where you have ~2 seconds between attacks to dodge. Granted this is a relatively short period of time to dodge, but the actual movement required is minimal, and if you're not confident about dodging, there's a lot of space in the arena where you can stand still and only take one hit, which won't kill you, as again the hits only do about 3/4 of a non-tank's health pool.
You then have ~8 seconds of no damage before the next raid wide damage, which unmitigated does about 40k damage to non-tanks, 55k with one vuln. More than enough to heal everyone to full, and throw some shields and mitigation out there.
The unavoidable damage in this fight is very minor, which means the party and the healer in particular should have a lot of resources to prepare for or react to mistakes made by the party taking accidental damage. I'm genuinely unsure what part of this fight is cruel to healers, and would be curious if you had more specific issues. I'm not trying to discount any difficulty you or anyone else felt with the fight, but I believe the mechanics are far from insurmountable for anyone actively paying attention and trying to learn from their mistakes.