A post at Ms Elf got me thinking. Go read the original, but I'll paraphrase one snippet here. Basically, she's saying that most fights stress healers in ways that they don't stress other players, specifically DPS. If DPS stands in the fire for a brief moment too long, its usually something that a healer could technically make up for. However, if that healer chooses to not correct for that error, and the player dies, everybody screams "where's the heals" rather than "why'd you stand in the fire".
And I'll even add to that by saying that the DPS player will actually look even better on the ego stroking meter, since they were pew pew'ing during those precious seconds that they should have been moving, thus making it a nasty cycle reinforcing bad behavior.
One way to stop the cycle is to instruct healers to not heal DPS who stand in fire for brief moments. We're not talking about players who just flat-out stand in fire, few people have issue letting those folks die. Rather, I'm talking about the ones who are sluggish to move out of it in favor of finishing off that long cast or getting in another shot or two since Bestial Wrath is up. This is a difficult solution because your healers might not see where the damage came from, only that one of their precious babies took damage so they'll heal 'em up.
Another way to fix it is for raid leaders to perform closer scrutiny to combat logs. Examine your DPS players and see what damage they take. Rather than the reactive yelling at healers for failing to heal, lets get proactive and instruct players to more effectively avoid incoming damage. Movement might lower our standings on the beloved damage meters, so this would only work for sophisticated/organized raids, and would never succeed in a PuG where DPS e-Peen is King.
Ms Elf quotes a Blizzard forum post where somebody suggests another alternative. Blizzard could design a mechanic that puts responsibility where it belongs.
The quote uses Anub'rican and his spikes. Make the spikes pin the player in place and they can only damage the spikes, not the boss, until they break the trap and escape.
This would be an outstanding mechanic. HOWEVER, here's the catch I'd like to add. Well, one of two possible catches.
Catch A) The trapped player takes no damage while trapped. Damage done to the trap by the player in the course of escaping the trap will NOT be reported to the combat log. IE, the time in the trap does nothing but sap the epeen of the DPS'er because all the properly alert and mobile players avoided the trap and continue to pew pew.
Catch B) The trapped player takes damage, BUT cannot be healed. So the penalty for DPSing your own trap too slowly is that you die and nobody can help you, thus subjecting you to public humiliation and also no epeen since you do no dps when dead.
I absolutely love the idea of forcing more individual responsibility.
However, I do subscribe much more to "win as a team, lose as a team". My greatest joy in the game is tackling content with my team. The shared experience of knuckling down and defeating challenges together is the most fun for me. So I don't want every fight to be 25 solo players standing in the same raid dungeon.
But it never hurt to mix in a mechanic or two that very visibly places personal accountability on each individual.
Inner Demons in SSC were kind of like this, however they miss the mark. A tank or healer needing to DPS his/her Inner Demon required that player to sort of step out of their normal raid job/duty.
A mechanic that teaches/forces players to move from the fire quickly simply reinforces the behaviors that lead to success through out all raiding.