Quote Originally Posted by Gemina View Post
That's not even what makes content difficult. It can add an element of challenge as you're getting them down, sure but rotations and mechanics can be committed to muscle memory. Hell, there have even been occasions where I knew what was coming based on what point in the OST was playing, or even where I was at in my rotation. Memorization is a skill that only shows how good you are at following instructions.

What truly makes content difficult to clear is that which you don't have control over, and it is also the same thing that should be helping you clear it: The other players.
...You're saying the content is hard because other people are bad players? That's kinda... not the content's fault my dude. Also simplifying it down to memorization just isn't accurate. Knowing how to use your rotation while reacting to difficult mechanics at the same time uses way more brainpower. And why is memorizing your rotation a bad thing anyway? That means you've built up experience and become comfortable with your job. What, is Gordon Ramsay bad at cooking because there's probably hundreds of dishes he knows to cook like the back of his hand?

In order to deal with other players you need true skills in these situations called adaptability and reaction time. This is where a savage guru can get outshined in an alliance raid by a casual. Because while the savage player is constantly in a static and deals with how well they can memorize an encounter, the casual player is consistently in unscripted situations involving their teammates. Mechanics being scripted is not the same as the player whose poor positioning has him get knocked off the arena, or a bleed status that seals their fate.
There's no way you're actually mansplaining to me how playing a multiplayer game works. Crazy how the content you speak of still gets cleared relatively quickly with a bunch of shitters, huh? Recent alliances are the only "difficult" form of casual content that might get numerous wipes after the first day. Also, you act like there's no such thing as human error that creates situations that must be adapted to among "consistent" statics. Would you have the skill to adapt to E12S terminal relativity if people were dying who had necessary mitigations? What about adjusting for someone going to the wrong spot for temporal stasis in TEA? That's a whole different level of reaction time than someone hitting the wrong elemental circle in Dun Scaith.

These are some insane mental gymnastics. People working hard to get good at the game and being consistent and making few mistakes means they're bad at the game actually, the ones who have to wrangle the shitters in normal content are like totally better at the game! Cope.

If you understand this, then you should understand how the difficulty you perceive is not the same as the difficulty the devs have to work at to make sure the game is playable for all their subscribers.
If casual players are truly oh so good at the game for being shitter patrol, then surely the lack of skill in your df party shouldn't be a problem no matter the difficulty. But I don't see why you're arguing this, as I've said nothing about wanting all baseline content to be at savage level. I EXPLICITLY said that I want there to be more options in between. What's not clicking?

Of course, you are always welcome to make your own game with your own rules.
Just couldn't finish off without simping for the megacorp, huh? You people are all the same.