Ok, so about ten years ago, if I were doing an end game boss fight, it would be with a set team of people that I have gathered together and played with for months. Our coordination would be pretty much flawless and we'd have a consistent strategy that we would execute for each boss fight.

Fast forward ten years later and we're trying to do hard fights, but with a group of mostly random people with varying degrees of exposure to the fight, possibly having used different strategies, and with varying levels of skill. Because of how unforgiving extreme primal fights and fights like Twintania are, the group is only as good as its weakest link, which results in far lower success rates than what should be happening.

I don't think there is much point to pushing the level of difficulty in content if the idea is to get random people to play with one another. It has really turned the community into a less friendly place, and we're losing a lot of people due to it. I really don't know what else to say, but that effort needs to be put into something other than boss fights if the game is to be as inclusive as the current game design suggests.