
Originally Posted by
Merrigan
I agree about the alliance raids, which are derisory compared to the raids in previous expansions. But as for the dungeons, I'll say it again (and I'll do it as many times as necessary): the challenge elements are already there. I'm playing with a player who's starting again at the moment, and while he doesn't find it excruciatingly difficult, he doesn't find it extraordinarily easy either. He's an average player, with decent mmorpg experience.
And I repeat: how do you maintain a sense of 'challenge' for people like you and me, who've done them hundreds of times? When I started the extremes, I found it hard. Now I find it easy, and the main difficulty comes from the fact that I'm doing it without a cl. So I turned to sadics for my dose of difficulty. And you'll get people who've done ultimate telling you that savage is for babies.
It's a never-ending loop. You can't fight players who repeat content so often that they end up doing it blindly, watching a series and learning a musical instrument on the side. If the difficulty is raised, all that's going to happen is that we (the old-timers) will be happy for a while... Then we'll get used to it again. And ask for the difficulty to be raised again.
Pure difficulty, in terms of mechanics, is not the solution here. Perhaps a more interactive environment, or more advanced class mechanics (removing, as you said, overly cheated skills) would be better solutions. But I doubt it will be appreciated, given the general tendency to want to farm this type of content very (too) quickly.