Quote Originally Posted by Taranok View Post
Skill issue or not, the devs also are just making content that's way too hard for the average player. I'm personally getting sick and tired of dungeons with mechanics that would feel right at home in extreme trials, with similar levels of punishment for failure. It's getting extremely annoying. And given what I've seen from both 7.1 and 7.2, the devs want to turn this game into something it just flat wasn't endwalker started this slow slide towards insanity on mechanics design.

Disregarding my opinions on difficulty and encounter design, if you say, in chat, to please wipe, and the tanks continue the fight, then report them. It's considered griefing to keep a fight running if people ask for them to wipe.

As for concerns with tank design and balance, this issue is a massive can of worms and I feel deserves an entire post detailing all the many and myriad problems plaguing encounter and class design. It's an incredibly complicated subject, but it actually owes its roots in what I also brought up -- that the encounters are getting too hard. FFXIV needs a reset and rethink on how classes should be designed, and how encounters engage with the classes. Normal raids don't need to be braindead easy, but it shouldn't feel like an extreme trial from stormblood either.
I'd argue that XIV is not making content too hard. We went from Post-Patch EW being "too easy" and cranked the levels up to where it should be at this level. Like, if you go back and do EW dungeons? They'll be destroyed altogether and are braindead easy. They don't have the HP worth a fly and their mechanics are pretty easy. DT Dungeons became harder because of the fact that the playerbase was annoyed with all the dungeons being very easy. Dungeons are a bit harder, even for post-patch, but keeping consistent dungeon difficulty helps the player keep trying to improve. If you fail, then you try again. That's the general nature of any boss fight you do in the game, even sub-bosses.

Dealing with the brunt of bad Healers in a higher level dungeon is rough, and I get it - but honestly the playerbase has complained about XYZ being too hard since the dawn of time - some actually real, others just because of their lack of perception of difficulty of a job. This has led us to where we are now with a 2m Meta that is stale as crap - to compensate, they've made dungeons harder than what Post-patch EW was. You can't leave the glass half full. If you make jobs advanced, mechanics, dungeons and such have to ease up. If you make jobs simple, the mechanics and dungeons have to be harder. It's that simple on a basic level until you dive into EX and Savage and Ultimate.