Quote Originally Posted by Andevom View Post
And therein lies the issue. "People who would have quit". So in your scenario, it's okay if story content is too difficult for people and causes them to leave. Weed out the bads, right?

Less people playing the game is *not* a good thing for its survival.
I normally would agree with you but we're talking about MSQ solo duties. They're already at a level that most players can pass with ease and maybe needing to attempt a few two or three times. They're literally designed to be playable by even the most casual players. Why is there a need to bring down their difficulty even lower than this?

Quote Originally Posted by Andevom View Post
It's far more likely someone will quit playing because they find things too difficult at first than "Omg, I got in a few parties where people died. Too many scrubs, unsubbing now!" Keep them in, keep them engaged, the chance of them improving only increases as time goes on.
When was the last time you heard about people quitting over the difficulty of solo instances? Probably never, right? Maybe because...they're not a problem to 99% of players? Which again begs the question, why do we need easier solo modes?

Like with any multiplayer game there are some issues regarding players somehow falling through the cracks and ending up being able to participate in content that demands far above their skill. Sure you can vote kick them but the solution to this should not be to remove them from parties (which is something that can make players quit if it keeps happening to them!) the solution should be to provide content that forces players to improve in a way that is enjoyable which then reduces the chances of encountering very bad players. Introducing easy modes for solo duties is a step backwards in this.

And why are solo duties important? Because you can't get carried. Only you can be good enough to finish the content, unlike group MSQ stuff where it can be done for you by other people.