Quote Originally Posted by Nyastra View Post
Not sure why you’re taking my statement as a personal attack, but go off.

I get wanting more complexity, and I love a bit of it as much as the next person, but here’s the reality: if SE did that, it wouldn’t just satisfy a few players. It would make the game worse for the vast majority, because not everyone plays to struggle. With the current state of affairs that's not something they can afford. I’m not saying your point is invalid, I’m saying the consequences of actually implementing it are why it’s not happening.
The thing is they have shown that the current design ISNT sustainable because when everything is on the encounter the minute to minute gameplay of anything even a fraction below your skill level is boring so content has a tiny shelf life.

Their patch cycle is simply too long to sustain the “easy jobs hard encounters” mantra because each piece of content only has an enjoyable difficulty range for a narrow range of players and everyone else sorta tolerates it based on how good the reward structure is (which since 14 doesn’t have chase items is by and large terrible). There is a reason people focus so hard on rewards in modern 14 and its because by and large people are looking to basically be forced to do content because it isn’t enjoyable minute to minute and “rewards” kinda paper over that problem

Making the minute to minute gameplay of ALL content more granular for ALL players is about the only way you can increase shelf life at this point