Quote Originally Posted by Fyce View Post
Difficult is understating it. Also, there is a difference between asking for something difficult, and asking for what most would consider a theoretically perfect solution out of subjective notions.
When Reveria said that their limit for "fun" was 10 kills of 7mn fights, that's roughly an hour of play. This can hardly qualify as a "grind" in the context of MMORPGs.

So, in short, they were asking for a grind that fit their lack of patience and tolerance for that kind of content, and labeled it (something that doesn't fit these requirements) as "bad design". That's not asking for "high quality", which is something I don't blame. That's asking for a magical unicorn made of diamonds.

Having high standards is fine, as long as they are realistic.
"That absolutely isn't the case here, and the gulf between the "fun" way and the "effective" way is so large it points to a massive shortcoming in the design," and "that's a good 6 hours of grind on 4 year old [8-man synced] content [to get a single ability]" are two very different issues. Nonetheless, in either case:

There is a vast difference between a perfect solution and being reasonably allowed to build an ability set around or with the inclusion of fun abilities (or, simply most abilities being fun), providing a whole and functioning kit, rather than solely the most muted and straightforward ones, where only a tiny minority of the overall kit is truly usable.

There is a vast difference between creating content that allows players to enjoyably revisit old content and 6 hours of grinding among an efficient team (which can be gathered almost solely in this context) to get a single skill.