In the live letter today Yoshi-P address many issues with the current tier. I'm reading a lot of polarized responses from people who don't understand why this tier stood out as a failure compared to past tiers. This post is an attempt to clarify why the changes Yoshi-P committed make in 3.2 are necessary to the growth of this game.
1. There is less content to do than 2.X gave us.
This is in part because the dev team was able to recycle old content from 1.0 and release it alongside newly developed content, such as coils. But there's also the fact we got no new content at all for 5 months and when we did it was 1 primal, VA, and diadem. Diadem is boring. Everyone zerged it until the nerf and now no one runs it so this is essentially the same as having just one primal and a 24 man raid after 6 months. People killing savage don't need any of this content so complain about having nothing to do. The people who were struggling with savage gave up and quit raiding since they could obtain that gear elsewhere polarizing the community and creating a further vacuum in content.
2. The raids are inaccessible.
Alexander is not well designed. People mass transferred to continue progression killing off smaller servers. People gave up or quit the game. It was unfair to design a raid tier where people had to pay $18 on top of their monthly sub just to continue to enjoy the game. People who chose not to pay for server transferred and couldn't access the content are playing the same as if the content isn't even in the game so complain about lack of content.
3. Gordian Savage was too hard.
The devs didn't like how quickly FCoB was killed, and with a story version of the same raid, they decided to challenge players with content more along the difficulty level of SCoB savage. Unfortunately, this killed off a lot of statics. I personally had to kick members of my group who had raided with us for two years in order to down the content and prevent my static from disbanding. Many others decided the difficulty was insurmountable and opted to disband rather than lose friends by kicking them.
If the difficulty level had been a final tier raid I believe it would have been fine. New players who started at expansion would have been experienced with earlier raids behind them and brand new players would have a lot of other content to continue progressing on before attempting something of this level.
This is why fights like T12/13 were successful. While they were not as difficult as the current savage they provided a real challenge to many groups. Yet individuals could combat burnout by farming ponies and repeating older raids.
4. The effort versus rewards is not worthwhile for savage.
Before 3.1 many people had decided to quit raiding to wait for the catchup patch, but after 3.1 we had an exodus of players giving up on savage believing the time needed to down a3s was not worthwhile. Even players I know who downed a4s before 3.1 said the time they sacrificed did not feel as though the rewards matched the difficulty.
5. The content felt dry.
Now this portion is subjective but it's based on the feedback I've heard from many raiders in game. (I won't go into dungeons because most of us know how Pharos and Steps of Faith were received.) However, the new raids held an uninspired story with bosses that most disliked. Particularly a4s. We went from Bahamut to robots. I have no interest in the story like I did the first time I entered T5 and realized I would be fighting Twintania on Bahamut claw. Progressing through coils felt epic and facing Phoenix then Bahamut was truly immersive.
6. Savage rendered certain raid comps useless.
Have you seen a group down a4s without a warrior? How many down it without a scholar or dragoon? People were forced into roles they did not enjoy in order to provide optimal raid comps in order to down content.
7. The difficulty and item level of savage directly impacted the design of 210 relic weapons and diadem nerfs.
Savage content is nearly irrelevant and this is their attempt to save it. Gordian weapons at 215 would have been great. Diadem gear at 205 would have been a good balance as well. I'm not sure what they were thinking when they implemented the current item levels but for those who killed a3s before 3.1 the instant flood of 210 gear felt like a slap in the face while those who hadn't killed it realized it didn't matter. The raiding community was outraged while the majority turned to diadem to fill in those gaps in item level. The hardcore who actually took time off work and neglected their real life commitments to raid realized that it does not pay off in this game.
8. Initial gear progression locked people into a single job.
A paladin switching to dark Knight after discovering the pitfalls of their job meant wasting weeks of esoterics. A team who couldn't find a scholar and made their whm switch to open up recruitment set that individual back weeks behind the rest of their team. Overall the job specific gearing instead of role specific felt like it penalized individuals and groups severely when roster issues arose.
These points are why I believe future changes are necessary and am relieved Yoshi-P addressed them. I love this game but understand why players are choosing to unsubscribe. Hopefully next tier will bring people back to the game to make it fun again.
Edited to add point #8.