What in the world??
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Scaling off of fewer people means 1 person makes a much bigger difference. If you show up with a top 5% effort it's like queuing for DR with an elite 6 player premade; even if the rest of the raid doesn't essence at all you'll still have a decent run because you alone can actually to some extent carry a group. Whereas if you show up to a 24 man DR with top 5% effort you won't make nearly as much of a difference.
Now if everyone in a 4man group shows up with nothing then none of them will have any room to complain about how long it takes.
Keep carrying the wasted slots or Yoshi WILL nerf the content you love, or what is left of it.
Is it really worth holding any and all content that'd be worth a damn, intrinsically, hostage to long-overdue checks for basic player readiness?
I see, for instance, no problem with requiring that one have all their job quests complete or their job's (not counting BLU) skills learned before doing that expansion's level-cap content (all 1-70 skill learned to do Stormblood endgame, 1-80 for Shadowbringers, etc.).
Nor do I see any problem with requiring at least a short, better-tuned SSS-equivalent (keeping in mind that some of them are weirdly stringent at present) -- or, ideally, a far more contextualized proving ground for the latest expansion's serious content (if not already completed during a previous then-latest expansion).
^
Similarly, though, nor does failing mechanic have to immediately equate to death, as per knock-offs or 999,999 damage nukes to be walled off, for the mechanic itself to be engaging. Actionable challenge and broadly defined "difficulty" are not the same thing. Something can be immensely punishing, yet dully shallow, or deep, complex, and engaging yet not particular "difficult" due simply to how well the mechanics were situated.