Quote Originally Posted by Connor View Post
Maybe I’m missing something but should we really be worrying about the margin of error for players in what’s meant to be literally the most difficult content in the game right now?
Depends on how elitist you want this content to be.

The amount of players that *want* to do savage are already a relatively small percentage of players that actually play the game. Most of my friends just prefer doing roulettes, levelling jobs, treasure maps, and collecting glam pieces or something like that.
Making savage content harder just means it will attract less people to engage with that content, because they'll just see it like how people tend to see ultimates: it's cool, but not for them and they're not ever even going to try it out. Plenty of people *already* view Savage this way, and making it tougher only means more people will see it that way.
This then also results in less justification to spend developer time on a part of the game that not many people have interest in, therefore it does not drive enough subscriptions, and does not warrant the cost of development.

Considering a large portion of their post-MSQ patches revolve around savages and savage gear catch-up mechanics, I think the devs do not want to make it unapproachable to do savage fights for the common player. They want to make it hard, and require quite a bit of effort to complete it, but not expect perfectionism and make it overly frustrating. That is reserved for ultimates. And yes, I think clearing TOP without healers is a bad thing and they can and should absolutely be okay with going back to older ultimates and make sure that people can't cheese them.

For me, I think these fights are very much on par with how difficult the first tier of pandemonium is. I started learning to raid that tier, and I'm pretty sure if I started learning how to raid this tier, I would have a very similar experience. And I feel the first tier is MEANT to be 'easy' like that. So that people who just joined for the new expansion can try out savage and accomplish it. It's so that players can try out new jobs, new roles, and get a positive experience that doesn't scare them away from savage or make them overly frustrated.