None of this is accurate. Yoshida specifically mentions the reason for Creator being toned down is due to player feedback citing the previous two tiers were too difficult. It had nothing whatsoever to do with inexperience from the dev team. In fact, Living Liquid and Brute Justice are widely regarded as two of the best designed fights in the game amongst the raid community. There's a reason for everyone's excitement when TEA was announced. Furthermore, Ultimate was a response to the playerbase whose skill had improved yet were losing content with the reduction in Savage difficulty. My own conjuncture is the other reason—one Yoshida would never say publicly—is they wanted a way to keep the raid community from unsubbing. Ultimate accomplishes this endeavour.
The playerbase was significantly worse in ARR than HW. What caused the massive spike in difficulty is, ironically, the midcore players complaining because Coil took less than a week to clear whereas WoW raids took several. Gordias' difficulty was in direct response to the devs listening to the wrong players.
I have to disagree here. Gear gating content is terrible design. It has nothing to do with player skill. Manipulator was simply unkillable for several weeks regardless of how flawless you played. This alone is a massive demotivator for most players, even incredibly skilled ones, because there's nothing to overcome. You literally cannot win because the fight has arbitrarily said, "come back in five weeks." Several World Prog caliber players have long criticised that design philosophy. Ultimate, for example, is not gear gated yet it remains incredibly challenging upon release. Dragonsong is by and far the hardest fight the game has ever made. You don't need artificial gating to make challenging content.




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Wind / adds is usually where things end.




