Quote Originally Posted by Tehmon View Post
I feel like trials (except maybe the really early ones) and raids have a pretty decent difficulty, but I think they just need to speed up the momentum of dungeon boss fights especially.

The mechanics need to start overlapping sooner, and not every mechanic needs to channel for 5+ seconds.

At the point when the mechanics start overlapping and the fight actually gets a bit interesting, you've already downed 3/4 of the boss' health.
A lot of old content that was "Normal" level difficulty and fine as they were is currently "Very Easy" because the ilvl sync is way too lenient with modern Job skills. This leads to people ignoring the mechanics and even skipping quite a lot of them. If they tried to bring the content back to Normal difficulty it would make leveling and story progressing feel more meaningful while not being overtly difficult. How can you expect players to become familiar with mechanics if they can be straight up ignored or never seen in first place?
To add to this, some ARR and early HW markers should be standardized with the later expansions as some of them make no sense with modern unified markers (like stack marker being purple split marker in WoD, Sohm Al having Red and Blue split markers where Red is actually stack etc.)

EW itself is bit odd case too since the 81 dungeon is probably the hardest of them along with 90 story one (which is due 2 of the bosses being actually fairly good), most others are really simple and straightforward.

They really should hold stuff like 81 final boss and 90 first and second boss as the standard for boss fights as those feel hectic and are fun to fight. Not stuff like the 83 final boss which was major dissapointment in abilities or even worse some other 3 easy mechanic bosses.