Quote Originally Posted by Bourne_Endeavor View Post
Why is it every time people say dungeons, trails and etc are incredibly easy, the immediate response is to compare them with Savage and Ultimate? Asking for dungeons to require more than a pulse doesn't mean they abruptly go up to Savage levels. I'll reiterate once again, I am doing mass pulls without tank stance because the damage is completely negligible. Ten mobs all trying to eat my face do so little damage I just need CDs to live comfortably. I think we can go for a few steps above that and still be a ways off from Savage.

You are correct to assume neither everyone has the skill nor desire, but if asking people to turn their brains is too much. Let them loiter in leveling dungeons while everything else moves up for the people who want content outside Savage and EX Primals that isn't brain dead simple.
There is something outside savage and ex primals and most people don't do them, we call them normal raids. You are mass pulling the entire zone because soft hitting monsters is the design intention. If they made them hit way harder, you would not be mass pulling anything.

I agree that combat should take thought and a degree of execution. If you can stand there and only have to dodge one move, that combat is poor. If you can defeat any enemy with the same rotation, that combat is poor. If you can dodge every single mechanic and not have to rely on resources or cooldowns, that combat is poor.

Hard or extreme is hard enough for the mass majority, there is thought, there is execution, there is required processing of resources and cooldowns. Anything beyond that is teetering on catering to the elite niche.

The biggest issue is finding content to do with other groups easily, scheduling runs, and practicing execution. So now they are adding World visit, trust, and new game plus. So I guess they think that the hardest part about developing battle content is not designing hard fights. The hardest part is getting players eager to group up and form easily.