Go do shin, and you see every attack has an incredibly slow windup. The difficulty was in the sheer amount of them, and that they often would one-shot people at min ilvl if failed. Tsuku does shiva's circle, but much faster, and stacks an ahk morn or diabolic whistle on the end, or a cone aoe. The ahk morn in particular wipes groups since not everyone has the awareness to go to the last fan, and it just takes one person out of place to ramp the damage. The speed is a lot greater than any fight, even though the mechanics are a lot less. And one of the biggest differences between casual and ex content is in the speed of the mechanics. It has little to do with reading party chat; the player has to have good spacial awareness and resolve the mechanics in series. I notice healers have a lot of issues because they generally have to process more and have less muscle memory healing, so they end up eating the frontal tankbuster because they didn't get the tank switched position after lunacy.
Not everyone who does poorly is an idiot.
I don't think they need to nerf anything, but 24 man level content is about the highest true casual content can go, if it is required or expected to be (tome farms.) If you ask for harder stuff, its going to end up too hard for casuals to run, and it will be ignored.
And they nerfed heavy thrust because they nerfed timers in general; timers dropping off were the biggest lost of dps for any dps class in this game, and drg in particular is very rigid in timing, even still in SB. And yeah, in HW dps classes sucked, managing 3 or more separate timers for dots and buff abilities sucked hard. if we had HW system with these fights it would be hilarious, people would lose so much dps simply because they couldn't refresh their timers that they'd complain.
Because people don't even do those. To be fair, if it were matched party you might see some increase, but i think fewer people enjoy hard content than you think.And why do those two have to be the only challenging pieces of 4-man content?