No it doesn't. A good player wouldn't be using Ice 2 on BLM as early as shadowbringers or healing with a summoner as of right now.
But I understand the general sentiment people should use their resources.
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Normal mode fights could use enrage timers. Not just DPS checks, an actual "you took too long, here's an ultimate, better luck next time" fight-enders. A handful of fights have some kind of timer (whether a simple time limit or a "soft" enrage, like Shinryu breaking the platform), but in most fights you can just tickle the boss to death forever.
If Elden Ring has proven anything is that you don’t need snooze fest difficulty levels to be a successful and popular game. People enjoy and will rise up to challenge.
For the people that dodge or cheese to get easier dungeons what is needed is more aggressive consequences to their actions not the dumbing down of content for everyone.
If Normal is too easy there's always Hard, Extreme, Savage and Ultimate tho?
My counterargument to the above is this: making the game infantile to play will lead to more people quitting than those who would quit due to inability to clear a slightly more difficult dungeon or trial. People should not be babied for fear of losing playerbase. SE should cater to the vast majority on the game who do believe it is too easy to clear most content, not to the loud minority who are afraid of a challenge beyond "dodge that giant telegraph thats in place for 10 seconds." The extreme and savage content is too small and far between (~15 or so fights per expansion) to justify making 95% of content a complete cakewalk. For people who game passionately and seek the thrill , who make up more of the population than SE would like to admit, the current normal content just ain't cutting it.
Again, its a poor argument. The game requires all players to spend an exhorbitant amount of time on normal content (getting tomes, progging through msq, roulettes, etc). When all of the normal content is boring and chorelike, it will push players away. We all have to get tomes each week, play daily roulettes, and spend a decent amount of time on normal content. It makes the game unenjoyable when such a large amount of time is spent on monotonous, unstimulating, uninteresting content. Again, they will lose more players by making the game childish for the loud few, than the players they would lose by making the game more challenging and interesting for the rest of us.
I'm not really concern about people quitting or not because today, most people play multiple games within their possible play time. A person playing an hour of ff14 for some roulettes or an ultimate player progging/erping 12 hours a day is still a player in ff14. Since its impossible to determine easy or difficult to the total amount of players participating in a co op matchmaking system, its just impossible to impose a blanket setting or change.
However as most players will know how they are feeling, needs and wants etc, challenges can be setup for a good time such as -1 player count, lower ilvl gear, unoptimized gearset, playing with a pizza controller etc. Default settings should always be welcoming and inclusive. Nobody is expected to learn calculus on the 1st grade and the school wouldn't know if this one kid already done with calculus before the first grade unless specifically notified to which a jump in grade can occur, thus normalizing or even increasing the difficulty for the kid that don't need basic arithmetic like other 1st graders.