I'm a little curious about why 1 would work in not making people feel left out, but 2 does. The entire reason why an easier raid system exists is for people to experience it, thus not being left out of the games content (outside of difficulty experiences). Is it because the faceroll mode makes them feel like they need to take on harder challenges, but fail to because Savage is much more at the opposite end of the difficulty meter? Shouldn't that mean that even more people would feel included if only ~1% of the player base are the only ones to be disappointed by the overall "easier" Savage tier?
Keep in mind that this topic is centered around the opinion of an extremely small percentage of players, even among those of world first participation. In particular, the OP is actively in favor of the very thing that got players riled up against the devs when Gordias was released. XIV has never, even during (most of) Coil, been considered a sort of "Hell on Earth" style of difficulty to achieve game. This means that the design philosophy does not prioritize an unnecessary degree of inclusion to its content (i.e. our lack of that middle ground).
Of course, it'd be nice to have varying degrees of difficulty beyond just super easy and super hard for many things. I doubt the devs are against the idea as well, but it just comes down to how much priority that would take if it would interfere with their current plans. Plans that, as has frequently been confirmed, are decided far in advance.
Best case scenario (realistically): They're dumbing down Savage mode a little in preparation for future iterations. A better stepping stone, if you will. They'd be able to gradually let players learn and focus their attention on the need to improve. Throwing them right into the lions den, like was the case with Gordias, was a major failure that hurt the community quite badly.
Had it been an easier approach that gradually worked into something like Midas (not so much Gordias), then that's likely to be only beneficial to the raiding community. Some may grow tired of it, like the OP, but that small loss is not even remotely worth thinking about compared to the entirety of the games population and the negative impact that feeling like you could never beat something has. It just requires learning and SE guiding players through it gradually. Think T5, which was a nightmare for many people. Those mechanics now, after becoming familiar with them, are nothing at all like it once was.




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