I admit I read the first post of this thread and winced, thinking "Oh, this will go downhill fast."
I enjoy savage content; I only started recently and am still learning, so I'm more 'passable' than 'good', but I've really been enjoying it. However, I'm also under no illusions that it's required content, so the bar to entry being higher isn't really a huge problem for those who just want the story content. (Heck, they could probably raise the bar for getting into savage and not have any appreciable detrimental effect on the general game populace.)
The role quests are not optional; you have to do at least one even if you are the most casual player, and all four if you want the actual story that unlocks after completing all four. Whether or not you think they're hard, they're definitely not optional. Which I think is the OP's point, that 'skill-check' challenges that gate content may only show up on optional content in other games, as opposed to being mandatory to progress the main scenario.
Whether or not you think those particular fights actually are a 'skill-check' is a different matter, mind you. I personally actually didn't think the role ones were; for one thing, the role quest fights were—perhaps unsurprisingly—tailored to your actual role, and provided you read things (and paid attention to what the NPCs said in their little word-bubbles) they were reasonably straightforward.
The ones that I've seen which I think you could make an argument are gatekeeping in a potentially-annoying way are the solo ones that everyone has to do and which don't really take your role into account. Like the Zenos fight at the end of Stormblood, which can be somewhat irritating if you're a healer main and have nothing else leveled sufficiently to do that fight with. (As just happened to a friend this morning; she's not a bad player, but that's not a fight designed primarily with a healer in mind.)
And I can actually definitely see the argument, if the example were that final Stormblood fight rather than the role quests.
I had a friend who had suffered fairly serious nerve damage to his hands during military service, but who still loved to play MMORPGs. Dungeons and group content weren't a concern for him because he'd only ever party up in a fully premade group with friends who knew him, who he knew would be patient and not hold it against him if his hands seized up or spasmed during a fight. Solo stuff which blocked his story from moving forward could get frustrating for him, though; on several occasions in other games he just gave up, temporarily changed his password, and asked a friend to log in as him and get him past whatever part was blocking him. He never played FFXIV before he passed away, but I suspect he would've slammed into a wall hard at the end of Stormblood because of that fight prior to the introduction of difficulty levels.
So, yeah, I can see him feeling like—at that spot—the game was skill-checking him in order to see the next chapter, and potentially being annoyed by that.
Still, I feel like SquareEnix has already tried to address this exact concern by adding the difficulty settings to any instanced solo content. If my late friend could've set it to 'Very Easy' and breezed through solo—even on a bad day—and then resumed doing stuff with friends, I suspect he would've felt self-sufficient in a way that he wouldn't otherwise have been able to. That's the whole reason I really like the 'Very Easy' mode being in the game, honestly; I have no desire to use the other difficulty levels myself, but I can see them discussed and think, "Wow, that feature would have made Bryan's gaming life a lot easier."
But at a certain point, a game is there to be played and there will be some content players are expected to pass to progress; this is true in single player games as much as MMOs. If you're playing Uncharted and can't get past a specific gun-battle, then your story is blocked. If you're playing Horizon Zero Dawn and can't get through one of the Cauldrons, your story probably hits a roadblock. If you're playing a Fire Emblem game and cannot win a specific battle, your story probably hits a roadblock. If you're playing FFVI and you can't beat the Phantom Train (suplex!), your story hits a roadblock. (Unrelated digression: does anyone else kind of wish that Sigmascape V1.0 had a 'Suplex' duty action? Just for laughs?)
At any rate, while I can feel for the OP and understand where they're coming from, I'm not completely certain what exactly they'd want changed about those fights beyond the change SquareEnix has already made in adding the Very Easy option. (Or whether it's just venting without an implied change request, which... sure, sometimes we all just need to vent, but then I'm not sure there's much to actually address in this discussion.)
Oh, it's possible to find the combat system dull (or broken, or whatever) and still enjoy a game overall enough to want to stick around. I played—and deeply loved—The Secret World's original incarnation avidly for years for the excellent meta-story and atmosphere, as well as the great community. (And also the investigation missions, which I thought were wonderful.)
I played and loved that game despite a combat system which pretty nearly the entire remaining active playerbase agreed was a spectacularly burning trash heap on an epic scale.
Admittedly, with FunCom's take on the 'design your own class' style system it was at least a relatively unique burning trash heap, which—sadly—the 'Secret World Legends' reboot does not have going for it. The legacy game's combat was like a rare and fascinating flower which just happened to have the most stomach-turning scent... so, basically a corpse flower, I guess.
That works: The Secret World's combat was the corpse flower of MMO combat system designs.
And plenty of us played it loyally despite readily admitting that.



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