Quote Originally Posted by aveyond-dreams View Post
I do think that nowadays the difficulty of the MSQ has been significantly reduced due to a number of factors, but this hasn’t always been to the benefit of the player experience. Fundamentally, video games should provide logical and increasing challenges as time goes on in the main campaign. In single player titles these challenges can be reduced via difficulty options, which in FFXIV’s case would be the use of Duty Support/Trusts whose AI behavior provides clues about how to handle certain boss mechanics, or the difficulty options that appear after one fails an instanced battle.
Wildstar says hello

And this already happens. ARR dungeons gradually increase in difficulty, with Cutter's Cry being the first to introduce real boss mechanics with the blue/purple, attracted energy ball, etc.. And Aurum Vale still results in early wipes with the amount of trash and pats.

And then compare the first EW dungeon with the first dungeon of any previous xpac, and the mechanics are significantly more complex, especially on the final boss fight.

So, it already happens.

And as many others have mentioned, the MSQ itself still needs to be accessible to the playerbase at large, including people of all ages and abilities, most especially in a game like FFXIV which is focused on its storyline. We don't need more difficult MSQ content that will only drive people away. Notice that the things you "approve" of are mainly optional content. That's exactly how it should be.

(And should I say "posting in an aveyond thread"?)