Your outlook on player mentality is unhealthy. No one enjoys floor tanking. I don't know how a sane person could say that they do with a straight face. As a new player, I'll give you a couple of cases in point of content that is stupidly difficult.
The first is the first boss of the second raid in the Void Ark series. You go in your first time, and you're immediately pulled into a black hole that you immediately have to start running out of. I don't care how good of a player you are; if this is your first time in the instance, the chance that you die to that mechanic is about 95%. So you're resurrected, and immediately after the resurrection, you're blown off the ship because you have no idea that you're supposed to put your back to an ice wall. Nothing in the game is going to prepare you for that.
The next one is the Bozja raid, Delubrum Reginae. Every boss in there has several gimmicky mechanics that everyone is just about guaranteed to die to on their first run. It took me about three runs of that raid just to get to the point where I could survive through the first four bosses without dying at least once. Between the ladder puzzles, the bombs with the reverse weight mechanics, and the Queen's Will stuff, you have plenty of guarantees that a first-time player will be dying regardless of how well the game has prepared them.
Also, "average" is a relative measure. In general, half the players will always be below average. The best players will always be far above average. Even if the game "trains" players to play at what you now consider to be an average level, the definition of average will simply shift accordingly, and what you now consider to be a good player will then become average while the player you now consider to be average will be considered bad. That's yet another reason that chasing this dream of designing a game to train everyone to be phenomenal player is futile. In the end, you're just left with a game consisting of the very best players while everyone else moves on to greener pastures where players are treated like customers who want to be entertained rather than like employees who are expected to perform and produce.
Finally, I'd like to point out that the ability to 15-man these bosses is what makes those mechanics viable right now. As it is, you get to experience the frustration of floor tanking for your first few runs, but once you get a few under your belt, you experience the amusement of watching others fall prey to the same crap that was killing you just hours prior. So you throw down some reses and/or eke out a win with half the players, and you feel like a hero who came through for your fallen comrades. In contrast, the way M+ works in WoW, losing a player in any given fight is at the very least a wipe, and in the worst case it causes the key to fail and the group to disband. No one is amused. Everyone's pissed, the failing player is blacklisted, and time feels wasted.



Reply With Quote

