Quote Originally Posted by SilvertearRen View Post
Here's an alternative: Instead of having these instances have scaling difficulty the minute they're implemented in a patch, why not add it a few months down the road in a later patch after the dungeon/encounter/raid's debut? That way, hardcore players can run around swinging their e-peens for those few months.
If this is implemented then the masses will complain that old content is useless, and they will be forced to add new difficult content that has gear that replaces the old. It would also make people lazy, and people wouldn't even attempt events that they found difficult because 'it will be gimped later.'

Yet another alternative: Implement an in-game method to reduce dungeons/raids difficulties by obtaining a key item that can be used only once (and you can have only one at a time). For example, let's pretend we have a raid dungeon full of Tonberries. You want to have an easier time killing the tonberries and the bosses, so you go on a long quest arc with plenty of gradually-increasing difficulties, and finally obtain the "Sacred Tonberry Lantern"! You then use that Lantern in the dungeon to reduce the difficulty of the fights in that dungeon. There are mechanics like this in FFXI, such as the Generals you recruit for the Campaign battles.
This is just silly.

I really don't think there's a viable way to scale boss fights, I think it's silly to let people experience the feats of the game by turning a dial to easy mode, in my opinion those people who can't complete certain events just need to go do something else. But don't worry, V2.0 will have plenty of options for them.