Originally Posted by
RiceisNice
Mostly on the commenting since I'm not too caught up on whose on what side of the argument. My stance on the matter is that they should have content that appeals to the general raiding population (going by your description) is utmost importance since they make up for a good chunk of the community. The casual crowd would still be able to attempt said content and might take a step up, but the alternative of waiting until it gets nerfed is also there (not to mention this is also retroactive by the time content comes out due to eso gear and the like). On top of that, you usally have content like airship exploration and the 24-mans to fill that casual niche anyway on top of the inevitable nerfs to normal mode. Savage should still cater to the high-end, and like you agree, nerfing this would contradict the whole point of it.From what I'm seeing, velhart wants the the two difficulties to initially appeal to the hardcores and the general raiders, while the casuals would eventually seep into the older content (which was formerly for the general raiders) and savage would stay as is. It's the model that they had used for coils (minus savage on FCoB, but SCoB was still there), and for the most part it worked (at least, better than the mess we have now). It might just be misinterpretation or different impressions, but I think he's taking your comment in the wrong context.