Quote Originally Posted by Goji1639 View Post
First, lost actions are complete RNG. The only ones I had worth using by Rank 10 were some Lost Cures, and plenty of people don't bother with them all together. They're gimmicks, and peoples first instinct is usually to ignore gimmicks. People bringing and using the correct ones does obviously make the content easier, but that's not something you can rely on.

Second, the MSQ example wasn't meant to be a direct equivalent; just an easy to grasp illustration of why difficulty matters. People are NOT going to stick with difficult content in random group scenarios, because trying to coordinate to that degree with 24 random people isn't fun. DR just isn't worth dealing with, and the rewards would have to be phenomenal for people to put up with that place for any amount of time.

I already admitted that significantly improving the rewards could work, but I just don't think that's going to happen. Making the content not terrible to run with randoms is the more likely solution.
Lost actions are actually really useful. When I ran Castrum for the first time I took lost Brave and a bunch of lost Arises on my Scholar and let me tell you, those 2.5s cast rez to full health without weakness raises came in really handy, especially with my co-healer having some as well so if either of us die we can cover the other.

Healers also have a 90% damage boost pot that lasts the entire instance, that's no joke of a damage increase. Lost brave is literally a 10 minute 5% damage boost, which again, is no joke, especially from a raider's perspective, not to mention the pots that basically turn healers into tanks.