I've been thinking about this topic for a long time yet scared to touch it.... Too easy is not fun... and very challenging leads to elitests, anger and rage.
Truth is, much content is designed so that if someone makes a mistake or too many mistakes... Everyone has to loose rather than just the problem child. This is where the anger comes from. Players with a lack of patience loose because of someone else.
If you want content designed to eliminate this but still remain challenging. Each piece of content needs various difficulty roles built in. Although KB in the Crystal Tower is not that challenging... it is a good example of what I'm trying to say.
Super Easy: Push the button to keep the tower cool.
Easy: DPS the mobs with proper priority.
Easy: Tank KB
Challenging: Pending the overall group performance... Healing!
Challenging: Properly pulling and tanking the Iron Giant.
If all content was designed so that the bad asses can carry and play the more difficult roles... while there were still important things that needed to be done but didn't really require a high amount of skill... (maybe not as boring as pushing the switch over and over) and all these mechanics were tied into each large battle. I think the community would settle a bit.
 
		
		 
			 
			
 
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