I know the Thread is old, but I would like to share my 2 Cents.
1: It is okay, if the best Gear is in Savage, but we need a Rework of some of the Tome Gear. There is a reason why a Part of the Non-Raiders are unhappy and that are the Substats of some Tome Gear, like Weapons. The Devs put the unwanted Stats on it pretty often and that makes them feel bad. A BLM wants Spellspeed and Crit on his Weapon and they put Direct Hit and Determination on it. Sure, many Non-Raiders will not really care, but for another Part of the Players, this just feels bad.
Enough Player have differrent reasons, why they don't Raid, but the Devs treat them like they are to dumb, to see the difference between good and bad gear. Not the best, just good and bad.
I think, there is no Problem if the Raid Weapon on 405 is slightly better, than the 400, those Players did the last Savage fight. But I also think, no Raider Blackmage would freak out if the Tome Weapon would also get good secondary Stats and is a little weaker on 400, than the 405.
The same goes for the normal Tome Gear. I would not even care if the Savage Gear atm would sit at 405 for all pieces and the Upgraded Tome Gear at 400, just give the Player an Option to make their Class work. Certain Jobs want certain Substats and a specific Number of Skillspeed to work well, but the Devs on purpose create this mix Gear and make some of the Tome Gear bad on purpose. And this feels bad for all the people who can't clear a Savage Fight like the last, but care enough to want to see some vertical Progress, because vertical Progress is the only Progress in this Game.
Maybe they should have picked to make to put the normal Omega Gear on 390 and also make it upgradable later. Raiders would sit on 405 and Non-Raiders at 400, but both can pick the wanted stats if it may be Crit, Direct Hit or Determination and the Skillspeed they need for their Rotation to work.
Some classes lose their Rotation, if just one piece gets changed, because of Skillspeed and they might need to wait 8 Weeks, before they can swap a single Piece of Gear. This feels bad for everybody and they need to change certain things about the Gear Progression. Nobody wants to carry around a 390 Tome Armor or 400 Savage Armor in the Inventory for 3-6 Weeks, because they need a specific Pants, because of the Skillspeed or Speelspeed. This is unfun for Non-Raiders and Raiders.
Maybe we need a slightly more linear Gear Progression, without bad Gear and a set for every Class per Patch. Just split the Monk and Sam into two Gearsets, it can still have the same look. And instead of direct Loot from Savage, people get a Token, they can trade for the Armor. Like a Medallion for the Sam and Monk another one for the Tanks. Sure, there will be no fancy drop anymore, but I think, this is a small price for a better worked out Gear System, without Stats on Gear the Devs clearly know are undesired by that class.
With Set Bonuses those Sets could feel unique and less like a simple +1 compared to the last one. Raiders would focus on combining Set Bonuses and other things, to get the last Drop out of it and Non-Raiders would see a steady Progress, instead swapping their BLM Staf with Crit and Spellspeed for another one with Det and DH, while the 405 Weapon clearly shows, which Stats are the ones to be desired.
2: For that heated Part about Raiders. I don't hate Raiders, but at the same time, Raiders were put in a bad Spotlight, because a Part of their Community is toxic as hell.
This is the same with Games like Overwatch, Rainbow Six Siege etc. not every high Rank Player is toxic, but because those Toxic people get noticed the most, it gets attached to every Raider, High Rank Player etc.
And I think, the people who were so heated against Raiders met those people somewhere in their Time in 14. I also meet some of them and those people ruin the last fun you could have in the Game, by being Toxic and telling everybody that they are bad and should quit the Game. I had a guy, who absolutly freaked out after two wipes back then at Alex Savage 4. (the one with the 4 Legs etc.)
That guy freaked out, insulted people, that they should not raid, because they are shit and all that stuff. And people remember those Events for a long time and either get sucked out all the fun of the Game or start to get angry at Raiders themself.
The Months back, I would have liked to know, why they dislike Raiders so much, instead like some just answer in a way, that those people completely associate with Raiders: Sitting on a high Horse, acting like they are better than others.
(if somebody feels insulted by those words, that was not the purpose. If you still feel insulted after those words, you should maybe think, how you look on other people in the Game, who are maybe not as good as you are)
3: A Problem with the Content.
There is a super simple Reason, why they make Raids more and more easier. If everybody Raids, they need to make less Content. The Game does not center around Raiders, it centers around the Idea to make everybody a Raider for the sake of doing it. But there are people who will not go into Savage no matter how they change it and those people lose Content, not because of the Raiders, but because of the mindset to make everybody a Raider.
And those people feel left behind over time. They don't want to play Savage and they will never do, but Yoshi can't force them into this, by thining the Activities outside of Raiding. It is not the fault of Raiders in any way.
Eureka sadly shows, how little the Devs listen or how much they don't want to let lose on something, they like even if the Community dislikes it.
Diadem 1.0 had things, people did not like and those things were carried over to 2.0.
Eureka is worser and became even worser over time. Anemos was not great, but because it made people play together, it was quite friendly there.
Pagos punished the Train Players and forced everybody to a Mob Grind and even punished people for having a Gap bigger than 2 Levels. Combine that with limited spot and people saw everybody as the Enemy there and you can still see this.
While in Anemos the Lvl 20 Players used their 2 Player Mounts to carry low Level Players, this becamse super rare in Pagos and in Pyros, you get rezzed by Partymember and then they sprint away, leaving you between tons of mobs, that just one shot you.
Why is there no Potion to become invisible like in 11? This would help low Level Players to reach certain Fates, a Bunny Treasure or the Questmarkers, without needing other Players to distract those one Sgot Monsters.
A lot of the Mobs are placed to Gatekeep low Level Players from anything and so they can just wait for a Fate close to them and then go back into mental AFK for another 40 Minutes, till another low Level Fate pops up, which can be reached by them or hope, that somebody will carry them on a Chocobo for the whole 3 Hours. Many people reached the max Level of Pyros shortly after the Release, but a lot of people stilll sit in Pagos with Levels between 38-45, because in Pyros so much kills them in a single shot and they can't use their Mounts.
Mentor Rework:
I liked how WildStar made their Mentor System. You got into a Party with a low Level Player and everytime, they cleared a Event, Quest, Dungeon etc. the Mentor got Points, for Rewards and the Mentor stayed with that single Player in the Overworld.
Sure, there would be people abusing the System, by creating a Twink and Mentor each other. But only because of a small part, would abuse the System, does not mean, that nobody would help. This would also mean, that the Mentor can't freak out in the Text Chat, because otherwise the other Player will just leave the Party. Unlike of RRoulette Mentor, were people freak out because they expect everybody to do Ramuh Ex on the first time, when there are 4 Bonus Players.
Crafters: I don't think, that we need a way for them to get the strongest Raid Combat Gear, but I think, they need their own Progress Gameplay.
At the moment, all they do is: Get the new Crafter Gear on Day 1, meld it like crazy, be done for 12 Months. That is just boring.
I have no clue, why they always make the crafted Marketboard Gear the better one, when they create Jobgear for the Crafter Classes.
Make the Jobgear the best and give them something to do, that come with a similar Progression Game, like for the Combat Classes so that very good Crafters get a better Crafter Gear over time.
The same goes for Gatherers.
I think, some want to get Combat Gear Progress with the Crafters, because of the lack of any Progress for the Crafters and Gatherers.
Back in HW it took several Weeks, to get the best Version of the Crafter Jobgear, but it was just not as good as the melded Marketboard Gear.
I did this for the Carpenter and I enjoyed the small Progress every Week. Upgrading my saw, upgrading my Chestpiece etc. I did it for the Glamour, but there was this bad taste in my Mouth, that this took time and effort to reach, while somebody who wants to get into high end crafting or gathering can also just buy 50 Millions from an RMT Service and overcome this in 20 Seconds. Sure he lacks the knowledge, but he got the betterr Gear for doing nothing else than having bought 50 Million Gil.
For my Gatherers, this meant to gather special Nodes with good enough Quality, to trade them for the currency to Upgrade my Gear and again, somebody could just buy a ton of Gil and have the better Gear.
And compared to buying Savage Raids, this is even supported by the Designers themself.