Quote Originally Posted by Khaoticsuccubus View Post
Three groups only. Hardcore, mainstream, casual. That's it. From THEIR standpoint, coil (and I'm talking current coil here) as well as extreme primals (while ex primals can be pugged it's not often a pug group actually succeeds and therefore are NOT easily pugged, especially current ex primals) are targeted towards the mainstream group.

The hardcore (again from SE's pov) have savage coil targeted towards them. If they choose to burn through content within a week YoshiP specifically said it was okay for them to play another game and come back later when more content was added. Finally, the casual playerbase (those that make up the vast majority of the playerbase) has everything else for the most part (yes old coil included).
I must disagree. SCoB cannot be considered mainstream not due to its difficulty but due to one simple fact: lock downs. Coil 2 is behind a one victory per week, which effectively makes it an activity that encourages having a static for it. To have a static you must be able to commit to playing at specific times, which is something not all players can.

I insist, notice how I don't label players by the difficulty of the content they tackle or even amount of time invested. I label them by the accessibility to spend time in the game. I believe the hardcore crowd is that which is able and willing to commit specific time frames of their daily life to play a video game, as opposed to spending such time in a more erratic manner (regardless of the amount spent).

Savage Coil is really just an experiment and a toy for the 1% to play with when they are bored. Hardcore players make more than just the small fraction of people capable of beating Savage (in this case the difficulty is relevant when defining the group of players that does Savage Coil).

To sum it up, I do think SE is targeting 3 + 1 distinct groups of players and, in my view, the middle group is the one most left behind since 2.2 changed the face of end game.