Quote Originally Posted by Gula View Post
I think I made it clear it's what I do, not what people should do. If not, whoops. People seem to be highly over hyping the difficulty of a dungeon. 1 loss of aggro does not end a run. Bloodbath for melee makes sure of it as long as it's not 3-4 mobs chomping at them, which is very unlikely.
Well, the fact remains, that this is a thread a bout minimum item level requirements.

Where people are trying to advocate for the adding of minimum item level requirements for leveling dungeons to help ensure that their parties aren't bad.

Coming in and saying "Yeah, I just make things harder for Tanks and Healers because I can't be bothered to use a single button that is oGCD and generally just needs to be pressed once at the start of a fight" is generally not going to go down well.

Since, a side tangent for this thread has been about teaching people how to play their job. This includes, DPS and Healers using their enmity reductions. Since not doing so, causes DPS losses (From the tank having to stay in Defensive Stance and use Enmity combos to even healers having to spot heal the dumb DPS that keeps ripping aggro because they're doing stupid burst on the wrong target(s) before the Tank has set up a comfortable Enmity cushion) and is akin to having a DPS enter a duty while undergeared, where they become a liability and worth less DPS than they would had they been adequately prepared for the content.

Honestly, the game really could do with focusing more on getting people to actually learn to play. Learning to gear up, even while leveling. Learning how to play their class. Learning to use things like Diversion to enable other roles to be able to play properly.

Maybe you can argue "Hurr durr, it's only Sastasha no-one cares" or something, but in reality, it's a mind set thing. If people don't learn what to do while leveling up, what happens when they then have to participate in the actually challenging high level content? Places like The Burn and Ghimlyt Dark are examples of dungeons that were fairly challenging on release and are required for MSQ progression (So can't be hand waved off as "Optional Content" designed for more hardcore players like Savage Raids)

If people go through levels 1-79 not caring about playing properly or having gear, then it affects level 80 content because these people who never learned to play or gear up end up in the more meaningful content still unable to play. To say nothing about how it also requires duties to be designed to be absolutely faceroll so you have new Dungeons with difficulty lower than Sastasha (Which is actually the case in some dungeons given that Sastasha has artifiicial difficulty of few jobs having AoE's at that level so mass pulls are more dangerous)