Quote Originally Posted by DivineP View Post
Whilst I do agree with you.

I do think a ladder of difficulty is needed.. I mean 50 - 100 you see alot of mechanics. (As a healer I know in new content a raid wides going out)

I think the think is.. with these 'road to, FC exp and food buffs' people are missing these because everything's so plowed through with I'll (CT is an example)

I do like the turn in DT - as a healer it gives me thing to watch out for instead of spamming glare.
Personally, I'd prefer that casual content be kept casual, and the devs actually fix the core problem of healers and tanks. The problem? Simple.

Medica 1 was overpowered in ARR, it continued to be overpowered. It's still overpowered. How do you threaten a healer that can heal 30-40% of their entire party in 1 GCD? Tanks have the same problem with mits. How do you threaten a paladin who can pop 5 oGCDs and have over 450% effective HP? How does a self sustain tank fit in a world with a boss that has a tank buster that defaults to at least 150% EHP in damage? How does a healer with smart heals fit into a world where every healer has free, instant cast medica 1s on extremely short cooldowns?

The answer is simple. Add more mits, make tank busters even more insane. Add more damage, make it faster. Kill people off of singular mistakes and give healers less time to react.

This is what the devs have been doing since ARR for tank and healer design. I recognized this problem by late HW, and Stormblood solidified it. I wish I actually talked about it back then, because now the devs have killed caster gameplay because they basically did to casters what they tried to do to rphys back in heavensward -- force them into gameplay that is woefully disconnected from how the role both wants to play and has played up to that point.

The solution is to completely redesign how tanks tank, and how healers heal. In order to let a WoW-style discipline priest with strong single target barriers and smart heals that bounce around the group, medica 1 must die. WoW learned this lesson in Wrath of the Lich King when they realized healers would just spam holy over and over because aoe healing was too easy and efficient. And, as one might expect, it's also insanely boring.

Nothing the devs have done in DT has been truly beneficial to healers, because there is nothing engaging about pressing 1 or 2 buttons and winning. Healers are, simply put, overpowered. They need to be nerfed into the ground, and how they engage with encounters needs to be completely rethought. Just as how the devs need to realize that core caster gameplay is a major draw of why players have loved this game in the past, and forcing casters into rphys gameplay is only going to drive people who love core caster gameplay away. Just as how tanks likely want more than just binary pass/fail checks attached to a bad DPS rotation.

This has always been what the problem is. Since ARR.