I'm for the idea since it probably would scale better to most kinds of players compared to savage, which to be frank feels archaic mostly because of the ramping difficulty of each tier being built around the idea jobs are still at heavensward complexity.

If they do go through with something like difficulty levels in roulette, though, they need better rewards than "this unlocks dyable versions of gear!" because dying gear should be a basic system of the game, not a reward for hard content. They'd probably have to do gear level upgrades and maybe make it an alternative way to reach the patch gear cap, which most people would probably be alright with since they could still make both savage and this distinctive from one another by the end reward.