Quote Originally Posted by aleph_null View Post
To be perfectly honest I'd rather have faceroll dungeons for expert/60 roulettes. Those dungeons are (kinda) meant to be run on a daily basis when you're early into a raid cycle, so putting challenging mechanics may actually have negative impact on everyone, if they become too bothersome or difficult that subpar pugs take either very long to clear or just outright unable to clear them. Of course there should be a sweet spot between interesting/challenging and troublesome/annoying, but for something you run everyday it's probably a very thin line. I'm fine with higher difficulty on story trials or even solo encounters, or even new type of challenging light party contents, but I don't really want a hard expert roulette.
I hate to double post, but I can't ignore this.


This is a very serious issue with current endgame dungeon content. The devs, if not Yoshi P himself share this mindset that the "daily level" content shouldn't be too challenging, so they keep the bar low, but this in turn makes for content that quickly gets boring. So they try interesting visuals, but the novelty of those fades and we're left with more of the same. So they try to throw a curveball with a little difficulty in the form of an old mechanic with a new coat of paint, but now people who are used to easy content, or worse, have avoided challenging content don't know how to handle it or adapt. (Side Note: The "Acceleration Bomb" in Ozma and the second boss of Baelsar's Wall's mine attack are both effectively the Blighted Bouquet mechanic from Turn 6, minus the instant kill. The same type of "stop and go" mechanic appears in A10S as well)

This is where the camp is split. For those of us who did push ourselves to face the challenge before, we adapt faster and have less issue with it. But for those who simply want things to remain easy or unchallenging, suddenly level 50 raid mechanics in a level 60 dungeon are "too hard" and people cry for nerfs, unaware that you're already dealing with simplified mechanics, many of which now have large telegraph markers where they once didn't. Things can only get so easy before they're just disproportionate or not even worth the time put into them. And the easier they get, the faster they become boring. Then it becomes a no-win situation for both players and devs. Devs can't challenge players because they don't know and don't want challenge, and players become bored with continuously low-bar content.

This may step on toes to say this, but if you want a better game, YOU (players in general) need to get better.