Quote Originally Posted by Nims View Post
Not sure where you're getting this from. Things were fine with Coil as it was an actual raid, casuals said they wanted to see the story but didn't want to actually do the raid. Hence story mode raids, then casuals still complained and now we have the arena boss fights that we have now.
The key problem with Coil, and other raids, that offputs the more casual players from them is they feel locked out of the story/lore for them. Couple that with high end gear rewards, and you start forming a peasant/nobilty kinda rift. (Or whatever terms you want to use like casual/hardcore, elites, etc)

I mentioned earlier in the thread that if there is going to be more lasting challenging end game content, it would likely have to not reward combat gear. As the more geared raiders get the easier things get. The other option would be some perpetual scaling, that I mentioned too. I still think the best way for that would be via a crafted entry item with multiple hq levels, and hq level of the item sets the encounter difficulty, with the reward primarily being materials to make the next difficulty level entry item. Best would be combining them, keep the challenge by not giving out gear, and let them ramp up the challenge as much as they want.