I don't feel that the Elden Ring / Dark Souls comparison is apt for current dungeon difficulty. From where I'm sitting, as someone who wears many hats and tries as many game genres as possible, FF14's current dungeons are still easy. Sure, I've died in a few dungeons, but then after the first death I learned the mechanic and proceeded to "not do the thing that got me killed".
That said, considering the few threads that have popped up I'm not going to ignore the complaints. Seeing as there are people who dislike the increased difficulty enough to consider unsubbing, and then there are people like me where if the game suddenly becomes easier than it currently is I might fall asleep and accidentally hit the unsub button myself... MSQ dungeons clearly need variants for both casual players and players desiring a more "expert" mode experience. Could even separate them out so only the normal variant appears in leveling queues, and the "expert" variant appears in another tier of queue (an expert difficulty dungeon only queue).
...And then while they're at it they could make trust NPCs more reliable in terms of moving out of the way of mechanics + DPSing. While I haven't used Trust for DT, I recall the Trust NPCs (when I was kicking around leveling them for fun) sometimes failing mechanics or snapshotting mechanics- neither of which helps someone who needs the Trust.
I kind of fail to see how the dungeon category called Expert should be entry level casual- i.e. something that can be rolled through without too much thought, concern, or general attention given to the things happening on screen. There's a word in the name that should mean something. If the bare minimum level of control manipulation and brain power to kill a random world mob isn't enough to beat the expert dungeon: we're getting somewhere in terms of making expert dungeons what they should be. MSQ dungeon difficulty is one thing, because everyone has to do them and they will gate you from the rest of the game. Expert dungeon difficulty is an entire different subject matter. Combining the subjects will, in all likelihood, destroy any capacity for two portions of the playerbase to see eye to eye on potential changes to difficulty and difficulty option variety.


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