I could post you dozens of YouTube videos talking about this problem with DT difficulty uptick in required MSQ dungeons. It is easy enough to do a search. Read the comment section on any of these videos to see how many are frustrated by suddenly being expected to have great ping (when often it is the game itself even if they are on fiber) and to prog through memorization puzzles and raid mechanics in 4-mans required to advance the main base game story quest.
Anecdotally I could tell you about healers dropping out of dungeons frequently due to not having an hour+ to spend "progging" a 4-man roulette or MSQ dungeon when people repeatedly die to unimaginative, unintuitive insta-death mechanics.
The best suggestion I have is that SE adopt a "normal" and "heroic" style queue system for dungeons much like literally every other MMO on the market to be honest.
Players looking to be challenged in daily roulettes should have something to occupy their neurons. But casual players just trying to do the MSQ should never be gated out of the base game because streamers want more challenge.
This would be a simple solution to both problems. Which is why I prefaced this whole thing as not a "hard vs. easy" problem but a SE is being cheap and refusing to invest the baseline necessary revenue back into the game to ensure there is actual content available problem.
They are setting the player base against itself with this move to normalize difficulty across content to cheap out on having to design multiple tiers.
Which is why they deserve to continue to hemorrhage players/revenue.


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