Quote Originally Posted by Jirah View Post
Why are we discussing economics? I hope people know we don’t want causal content to go away right? I’m fully aware how everyone overreacts to suggestions but again we just want improvements of the dungeon design as it’s the only explorative content in the game as raids are just trials, this doesn’t mean “ make it Hardcore” nor does it mean “Make it too difficult to comprehend” if you cleared Dancing plague or SoS or Eden 4,8,11 then it shouldn’t be a tall order to ask for some more variables, at the very least have tanks do something else now that aggro is a non issue.
Because in a subscription model economics will always be important. I agree that dungeons are really easy now but Square have gone in that direction for a reason. I also urge caution on assuming difficulty should be decided by MMO veterans or people invested enough into the game to talk on forums about it.

As an older gamer I know plenty of people irl who have plenty of spare money to spend, but not much time. I'm the only one who has played MMO's though, so to me this game is kinda easy until you get to the harder stuff. My Brother, who recently started playing is a veteran of hardcore RTS games and sim games. He is good at games but MMO's are new to him. As a result, he finds some dungeons challenging. He has done really well at learning the game but he started at 0. He tells me of his experiences and I've watched some of his sprout only runs, where there is no veteran in sight. It's a different world to the one I inhabit let me tell you.