
Originally Posted by
Lyth
Most games are designed to cater to a range of skill levels. If you take a game like Elden Ring, which was mentioned in the OP, you can trivialize any encounter that you're stuck on simply by going elsewhere, levelling up, getting better gear, and then coming back. What makes fights challenging is the risk of failure. It's that knowledge that a single misstep in pattern recognition could reset all your progress. You'll frequently find on your first playthrough that systematically clearing out every boss significantly drops the difficulty later on, simply from being to tank more hits. It's not as intimidating if the boss can't oneshot you. That's why some people go back and do it again without levelling, going for those frame perfect parries with buckler and club.
FFXIV isn't an exception to this either. There's a lot of content that is designed to be clearable as long as at least one or two people in your group know how to do it. Story content, Exploratory/Relic content, Variant and 'Expert' Dungeons, 24p 'Raids', and even 'Extreme' Trials are really pitched at a difficulty level that pretty much anyone can do with minimal effort. And the reason for this is simple. People complain when you gate too many experiences and even rewards behind actual challenges. Grinds are more popular substitutes for difficulty because you get to be special and retain a degree of exclusivity, but you don't really have to exert yourself to get it.
Most of the 'midcore' challenges in this game start with Savage Raids, simply because there is individual responsibility to clear fights. You can't get carried through mechanics that you don't know because of raidwipes and attendance checks. You could argue that standard Criterion and complete Deep Dungeon dives fit around this difficulty level as well, although you could be carried by a solo-capable player through the latter. All of these are very clearable through PF, and if you want to make it more challenging for yourself, just aim to clear the tier earlier when there are fewer drops to soften mitigation and dps checks. Schedules and time commitments are not a limitation for this, and you can clear on your own pace without commitment to a static. There's no reason why players who are looking for a moderate challenge can't engage with this content.
Players almost never like to directly admit that content is too difficult for them. It's always 'I don't do that because it's too frustrating/time consuming' etc. It's what you aren't saying that constitutes the most important feedback on difficulty. There definitely is a subset of the playerbase that does consume Savage and Ultimate content a bit too quickly for the pace at which they are currently put out. But I don't think that's representative of the average participant in this thread, judging from the comments.