I stumbled across what I feel is actually a great comparison of how things have changed.
I was purging old shadowplay recordings and came across a Mists of Tirna Scithe M+ run from Shadowlands, when the dungeon was new. This was one of many runs I did back then to fill my vault with max level rewards, so the equivalent to a current +10 in that respect.
The first pull was handled pretty much the same as it was today. We used the skip (I opened the door), after which the tank pretty much rounded-up all of the trash in the first room up, and we stacked on the tank.
In TWW, I have to keep a full stack of HoTs (5+) on every single person, Ironbark the tank, Barkskin myself, and spam regrowth on anyone who even looks like they are taking additional damage, while praying that it will be enough.
In SL, I only had to keep maybe 1-3 HoTs per person and an occasional Regrowth to do this exact same pull.
The second boss in Mists of Tirna Scithe did not seem nearly as bad as it is today. in the recording from Shadowlands, getting hit by an orb would rarely kill you, you usually had to get hit by two orbs in order to die (stacked arrows usually). Of course, this mechanic is really not difficult to avoid, but dodging the arrows can be annoying depending on how it aligns with some affixes and the RNG that it creates, and it still highlighted the health and difficulty differences.
But probably the biggest difference was the last boss, Tredova. This boss is not super difficult, but RNG can create some really bad situations depending on where the ground effects spawn. In SL, just like today, you had ranged players not understanding that being completely on the other side of the room makes it very difficult to heal them…
In the recording from Shadowlands, it was amazing how much easier it was having Soulshape, being able to Blink out of bad mechanics and/or get to people who need healing easier. Not to mention that just having HoTs on people felt much more meaningful, where even if they went out of range for a bit, as long as those HoTs were still ticking, they would usually be okay for a while.
And toward the end of the fight, when the ground was getting full of green puddles, I ended up backed up against a wall and had nowhere to go. I died. But wait, I didn’t. I turned into a pod (podtender), and got saved, without that counting as a battle-res or anything like that. It’s almost crazy to think that just two expansions ago, you could actually still make mistakes and not die. Almost like this is a game, made for people to have fun, or something crazy like that.
So it’s not as if I can’t heal in TWW. I certainly can. I’m capped on Gilded Crests and everything. It just feels like I have to work twice as hard, with zero margin for error now compared to back then. Back then, healing was fun, even during the dungeon. Now the most fun part of a dungeon is when it’s over.