Thing is Sebazy is right. there is no difficulty curve in this game. at expert level you can just ignore so much of it. yojimbo in kugane castle. you can literally stand there go make a coffee while you let daigoro get ALL THE GOLD. and you still will NOT die. It's essentially impossible to fail that mechanic.
There is no difficulty curve in this game its just one great long horizontal line. that is then met by a sheer vertical cliff when it comes to savage / ultimate. and I thinks that's where the hate comes from. players clear normal and think they're ready for savage but they're a million miles away.
what makes it worse is yoshis attempt to close the skill gap between players was done backwards.. instead of bringing the skill floor up what Yoshi did was lower the skill ceiling by making creator and omega easier. this didn't work though cos those top players just punched straight through the ceiling and kept going up...
If they raised the floor as the game progressed you'd likely find more people willing to take on harder contents as they'd feel more prepared for it. and also likely find player retention is better because clearing things would actually feel more satisfying and rewarding. where as clearing a fight its actually impossible to fail. doesn't really feel satisfying at all.
Here's a thread I did ages ago with some really cheesy mspaint charts to illustrate
I think it highlights the rather large issue the game has with its current difficulty curve or rather lack of. and also shows why so many players are always crying for nerfs on even the simplest of things.
the menagerie for example was never hard. the main problem people had was they hadn't done there 70 quest and got there 290 gear. some i'd seen in there were still in 270 with a few random dungeon drops in odd slots..
so imo one of the biggest problems with hard (high end) content is not the difficult of it. but rather the absolute lack of difficulty everything that leads up to it is.
the other issue is powercreep. and rewards being outdated so fast it just isn't worth getting them. but that aain also factors in the difficulty curve.. my i330 samurai is more than geared enough to clear everything escept maybe ultimate so there's just no need for 340. especially when 4.2 will have 350 entry gear.
I generally think if the difficulty curve was actually a curve and promoted player growth and improvement then a lot of people would find the endgame fights a lot more approachable and fun. instead of finding them like basically smashing there face against a brick wall