Quote Originally Posted by Almalexia View Post
No flexibility in itemization plus a pathological fear of imbalance means a every piece of content requires a strict DPS assembly line quota. Different BGM will play, different colored lights and floating markers will flash, but you are ultimately doing a familiar dance. We will never see Salvage, Dynamis, Limbus or any content with logistical complexity until the itemization moves away from bigger numbers on the same stats.

Once the itemization becomes more diverse, the content will follow suit.
I dont see how you think that more interesting itemisation will lead to harder fights. The reason FF14 has those fights is the fundamental design of the game and server code. The 2.5 second global, the negative effects of even a little high latency are the reason why we have rather mundane fights compared to other raiding MMOs.

Quote Originally Posted by RiceisNice View Post
I'm in favor of making story/normal mode be tuned to a similiar range of difficulty as the EX primals. The latter is already tuned in a way that it becomes accessible through the process of gearing (and eventual echo), and prevents it from being delegated to a weekly routine from release like void ark or dungeons. In a wider perspective, there's a lot of content for players who have no interest in raiding, there's content for players who want to invest a lot of time for raiding, but only EX trials are there for players who want to raid but can only invest a small amount of time due to outside of obligations and finding other players to do so (which isn't necessarily easy, especially with smaller servers transferring off for gordias progression)
Story mode works for what it is so dont even think about trying to make it 'harder'. If you can't put in the effort for savage then you just dont raid. Simple. As I said in the bit you quoted this isn't WoW.