When people hear this, they jump to 'EXTREME/SAVAGE/ULTIMATE' and "DARKSOULS" way too quickly. What about midcore content, if you want to enjoy a challenge without having to watch 30 minutes of guides and partyfinder a coordinated group? You can make engaging content that can still be cleared in one or two tries. For example, what about (Hard) dungeons from ARR/HW? Those had interesting and unique mechanics that weren't immediately obvious but fun to figure out, and punishing, but not so much that failing a single mechanic immediately wiped the run. Why not do something actually interesting with expert dungeons again since they're OPTIONAL content? Why apply the same cookie cutter design to them to make everyone ages 5 and up able to clear them when they're optional? I'm fine with the core MSQ content being baseline easy mode, but the midcore of the game used to exist and now it does not and this is a problem that can absolutely be solved with slightly more complex optional content. So why don't they?