Quote Originally Posted by Ilan View Post
Well after gordias/midas not even savage was for raiders only because the difficulty went down and down to a point where even
Gordias/Midas wasn't just for "raiders only", it was for hardcore raiders only. We had Coil before that, which was definitely not as difficult as Gordias/Midas, yet was still decently challenging.
Having a difficulty like Savage Second Coil would've been a good option for the hardcore raiders, but they complained about the lack of rewards from that version of Savage.

Quote Originally Posted by Ilan View Post
First: Don't confuse casual with NOT raiding, thats a difference. There are enough "casuals" out there who are raiding. Which brings us to the next point: Everyone can raid and not to forget if you want that gear go and raid or wait until you can upgrade the tomb gear, not so hard isn't it?
There are numerous definitions on the words "casual" and "hardcore", yours simply doesn't line up with Magic-Mal's definition of it.

Quote Originally Posted by Ilan
You basically want that you get raid gear outside of raids which is not right. If you want it put in the effort. I have barely 1 class geared around 360. Do you see me complaining about not having 370? No because i know where to get it if i really want it but since i'm not interested in deltascape i just take everything besides "raid gear" and guess what its completly fine that way.
The raid-or-die (or perhaps in this case, raid-or-wait) mentality is what cripples the gear situation in XIV. Players are expected to raid to get the very best gear, or wait 3.5-4 months for the upgrade tokens from the Alliance raid.

You do know that it's possible to have challenging non-raid content that can reward raid-level gear, right? Just look at the Mythic+ dungeon system in WoW. In that system, the dungeon's difficulty scales with the level of the Keystone that's used to start the dungeon.

For example: A level 3 Keystone will increase the health and damage of all the trash mobs/bosses by 21%. Keystones also gain an affix at Level 4, 7 and 10, at a total of 3 affixes on a Level 10 Keystone. These affixes are dungeon-wide effects, like Raging (mobs enrage at 30% health, dealing 100% more damaging until they're killed) or Bolstering (mobs buff nearby enemies, increasing health/damage), among other options.

Finishing the dungeon in time upgrades the keystone by 1, 2 or 3 levels, depending on how fast the group is. Loot iLvl is based on the level of the Keystone. There's also a Mythic chest that contains a keystone + a guaranteed piece of gear with its iLvl based on the highest Mythic+ cleared during the previous week.