I really don't see what the people you describe, wanting to have harder baseline difficulty and removing trash and whatnot, have to do with people that don't like the MSQ and would like to skip it to access the parts of the game that interests them though. I mean maybe there is a venn diagram somewhere, but that's still a huge stretch as a comparison to make.
The reason a lot of people don't want to deal with trash mobs at all is because the devs have given up on trash in SHB and beyond where most party resource and scarcity mechanics, as well as aggro mechanics, got scrapped for good. Even in SB raids turned into just boss gauntlets. Is it such a wonder that a lot of players, especially the ones that never actually experienced what it was before, think trash gameplay is... trash, and want a focus on bosses, which is where the developers are actually putting in all of their efforts?
It's exactly like any service, if you want to get rid of it, just stop funding it until people complain and ask to get rid of it in favor of other things. It's a clear design direction. They do not know what to do with trash beyond the basic AoEs to dodge because that's what they made the game all about: dodging crap. If they increased the difficulty trash would become like what we have in higher floors of Orthos and Pilgrim (aka no telegraph AoEs that oneshot). So the difficulty has never been a solution. The solution has always been the re addition of actual engaging gameplay battle systems and mechanics to build something solid upon.
Vulnerabilities yes, but it also goes hand in hand with what they allow us to do with job crowd control abilities, that have been weeded out immensely for most classes beyond some role actions (stun, and rphys useless binds that get removed as soon as damage is done, lolwut). They still have some room left to design around this if the devs were even remotely creative, by bringing back ranged mobs for tanks to manage, perhaps even introduce AIs behind that try to stay at range, or to just have situations like Voidmage expose above with healer mobs (that would stop healing if they get attacked), some mobs with no aggro table, introducing some targeting priorities and mob triaging, etc. Although I do feel that the devs seem to think that even this is too hard for the baseline (as seen in deep dungeons as well, just check story floors, they're no different from regular dungeons). It's sad in a way because I do think you can still have all of those mechanics regardless of difficulty if they don't really wipe the party anyway.
But, we still have lost a lot of other mechanics, notably:
- Enmity management for tanks
- Mob positioning (hits in the back doing crits was removed in SB, ranged mobs and patrols stopped being a thing after ARR)
- General party resource management, because MP behaved differently which introduced different constraints on healers and a balance to reach between damage and healing, and this also meant running out of cooldowns and resources was more likely to happen if the DPS slacked off (no I'm not saying bring back running dry of MP/TP and be left with nothing to do type of gameplay though, not everything was perfect and nobody is saying it was)
I only started in HW so kiting mobs was really not a thing anymore unfortunately. At best we still had casters sleeping a mob in low level dungeons at times although it wasn't really mandatory to do and I suspect was a remnant of older days. Still, could help sprouts back then.



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