Quote Originally Posted by spf1200 View Post
I'm on a phone so I can't edit. Yes savages can be "hard" but honestly the hardest part of them is having the patients to deal with the randoms that can't do the most basic of mechanics since again the msq never asks people to try or think
I dont totally disagree with you or the OP in the sense that I think it would be better if we had a better learning curve throughout the dungeons, with them getting gradually more difficult and leading up to Savage and Ex-primals in a more natural way.

But I'd also like to point out that you're saying yourself that you're not doing the more difficult content because you're worried about getting randoms who cant handle the mechanics - are you sure you want to get those randoms during your daily expert roulette?
I dont believe that ramping up the difficulty we'll magically make everyone care about their job-performance and will make people sit down and look at their rotation. You'll still get a lot of people who wont care - only now that means that you might not be able to complete an expert roulette.

I would also like to know how you know that the difficulty of savage is mostly dealing with randoms if you've never attempted savage? Because I'm running this with my casual static, so no randoms involved and its still a challenge because the fights are designed that way. There is a lot more stuff to deal with than your regular dungeon boss and failing a mechanic even only once often results in your death, while you can happly fail your way through most boss-mechanics. While that isnt great and it probably wouldnt hurt to make even those more punishing, let me ask you again: Do you want that in your daily roulette? Fail several times at the first boss because your healer cant dodge?