DISCLAIMER: This would be OPTIONAL CONTENT & identical in design (minus mechanics) to prior dungeons so no player who doesn't wish such a challenge would be left out from experiencing the dungeons themselves.
I feel like this game is very lacking in challenge for both smaller & larger groups.
So much potential to create very difficult dungeons but since they attempt to cater to players of every skill level, they fall short. Same goes for the Crystal Tower 24 Person Raids. At least, while they're relevant, they're somewhat hard but still very mechanically simple for the most part (dodge, dps check, dodge, stack, repeat).
It's simple... please infuse the dungeons & 24 man raids with some more complex or layered mechanics (along with adding some to the mob groups)... give dyeable versions of their gear drops that're a bit higher in ilvl.
There's a problem when you have such a big playerbase & there's a rift among players who want challenge vs. easing of content. Naturally, you'll always go for easing to assist players in accomplishing or progressing content to maintain interest for them. This however gives midcore players the shaft.
It also gives the shaft to players who enjoy a challenge but prefer to roll in smaller groups (or have trouble scheduling 8 ppl to raid consistently) or have very large FC's.
And no, merely wearing the weakest allowable gear is no good solution. For seasoned MMO players, the skills required are often on auto-pilot even in minimal loot as most of the contents are too mechanically simple. Statistical difficulty needs to go in conjunction with mechanical complexity, one or the other alone is insufficient for a rich challenge. It should be said, I think a strict (harsh) ilvl sync would benefit this format well.
Having normal & savage 8 person raids is a step, but it needs to be applied to 4/24 person as well.
Please tell us you've already done this for HW or plan to do so soon(tm)!
To facilitate this discussion, please share your ideas for Extreme v's of your favorite Dungeon Bosses!
This would be optional. This' a compromise to the nerfing of contents as it'd be a copy of the lesser difficult dungeons.
People who don't wish for harder content would have zero interest in this besides for completionist purposes (which those people would need to beat Savage SCOB anyway) or to obtain a dyeable set of dungeon armor they enjoy (if Yoshi went this route). These dyeable sets could even unlock through Hunts later on for all I care.
The goal here is optionally more difficult encounters.
The problem of ppl whining is Yoshi didn't implement enough difficulty tiers to satisfy the playerbase to begin with.
This' a solution to that. Win win.
Only reasons more difficult content didn't work in the past:
1) forced to complete MSQ (Steps of Faith)
2) significant plot gating (Binding Coil + Steps of Faith)
3a) imbalance to like contents (pre-nerf Pharos, much harder than it's intended-to-be, equal tiered counterparts but provides equivalent rewards... also, broke precedent for difficulty of prior or future contents of such a type)
3b) inappropriate challenge:reward ratio (pre-nerf Pharos, for its challenge, didn't provide incentive to be worthwhile to players)