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It would make the content more engaging and interesting.
To whom? You? In making changes like this that affects a broader playerbase, you need to be a little more comprehensive. Your flippant answer tells me you havent considered the wider aspects.
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I don't think anyone is saying they should redesign it for EX/Savage/Ultimate level. SQ obviously thought the fights were suitable, for any player of that level, as the mechanics are in there. We just never see them, cause the ilvl creep.
And thats your disconnect. Ilevel creep and instance design are two separate things. One is not the other. Actually heres what another player who saw your post had to say.
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they WANT to hardgate anyone that cant meet their "standards" right out of the game
Care to comment?
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I mean, this is hyper focused on CT now, but its applicable to all of the content. Reduce the ilvl ceiling so that we are actually doing the content. Its not making it more difficult than it was originally intended but it would make it more interesting.
Again, when designing content, "more interesting" to WHOM? You are dealing with a huge playerbase and a wide variety of people with varying skill and ability. How do you intend to compensate for that variation? You know little to NOTHING on game design, so maybe you need to come back with a more detailed precis on how this change will affect everyone. Not just what YOU want.
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Tanks might actually have to tank, healers might actually have to heal.
They do now.
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If people wanna clear raids/trials/dungeons quickly without seeing mechanics, they can put up unsync PFs for that. That's the path they can take, if they want to skip mechanics and get things over with quickly.
Ill say this again. CT is story content and you MUST address said content in that context. So far all I am seeing is you wanting things made "harder" for no real reason or stated actual purpose other than what you want.
See the bigger picture. Then come talk to me.