Well regardless of the issues with raid difficulty in FFXIV (Yes we need a middle tier), I think the issue goes beyond that, and I've felt that this would become a problem since the early days of coil. Raiding itself is in decline, in addition to the issues posed by the difficulty problem. The very nature of having a static that must hold together in order to manage lockouts and learn the synchronized swimming that raiding in FFXIV has become creates problems for the community; people without a group are disenfranchized, people with a group leave because of differneces or schedule problems. Life impacts all these things and the result is that statics will break down over time. But because Static teams create an insular community of players who can complete end-game and raid content - because they have a static - it becomes ever harder for new players to break into raiding. The legion of inter-personal conflicts and similar issues raised by Static groups crossing FC boundaries or multiple link shells should not be ignored either.
Additionally there is a pronounced gear gap emerging between active end-game players and everyone else which makes it harder still for players to join the raiding community. Fundamentally though, the modern gamer does not have the time, or a stable enough life schedule to comit to certain blocks of time for raiding. Life itself gets in the way. Throw in the issues with RNG on gear drops, weekly lockouts and so forth, and you have a lot of factors all contributing toa decline in raiding.
The completion numbers for Alex tend to back this up. Many of these factors impact raiding in other games too. Raiding is out of fashion, it's an old fashioned game mechanic that relies on forced grouping and forced schedules.
The community cannot simply pull itself up by the boot straps, the issues outlined above are not unique to FFXIV, and didn't really talk about community much. I do agree that the community can help, but as long as raiding requires a style of play that conflicts with lives and creates insular groups, raiding will remain a narrow sliver of the game.As far as a sense of community. There needs to be a more-or less unifying interest in a server to make one feel like a thriving community. There is this idea among older players that the game itself must be responsible for bringing the community together which I disagree with. While SE can provide the tools, it is really up to the player base to make use of those tools to bring people together.
Raids need at least one more difficulty tier, as well as some light party raid content to encourage smaller groups which form moreeasily and informally to complete raid level content, The game needs to facilitate easier grouping and break down the rigid formal lines of the static groups, into a more dynamic system of grouping, not quiteparty finder, more like allowing players to participate in multiple statics. The changes to loot since coild look like they should help, but the loot/drops - especially gear - should be equally rewarding for all those in the team.
Beyond that, the encounters need to be more fun, and the community needs to be less uptight annd more tolerant to imperfect players. Even if all these things were fixed, I think it may be time to recognize that raiding may be past it's prime in general

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