Quote Originally Posted by Velhart View Post
It is pretty obvious that SE is oblivious when it comes to understanding proper end game structure. They look at numbers and charts and assume the direction should be based off that.
To suggest that the SE ignore "numbers and charts" in constructing the endgame seems pretty weird to me: content clear rates and player engagement with content are one of the best metrics they have to gauge whether a particular type of content is successful (or not, as has been the case with Alexander Savage). How else are they supposed to gauge whether or not something is working or not?

Quote Originally Posted by Velhart View Post
SE should be focusing on trying to get less experienced people into challenging content, and then try to get people into really hard content after that. Not release an easy mode so you don't have to put the effort end game.
They did a lot of that in ARR—a lot of the game's content structure is organized in such a way as to lower the barriers for entry for the hardest content. That's part of why the original HM Primals were required to unlock Coil, and why mid-range weapons drop from current EX Primals. It's why Tomestone gear is no longer immediately at the highest item level (as it was for Myth gear at i90) (Yoshi came right out and said they did this because it encouraged people to skip raiding).

Quite frankly I'm not sure what else they could do to get people interested in challenging stuff. Those that want a challenge will seek it, and those that don't, won't, and the latter group consists of a larger portion of the player base than the former.