Quote Originally Posted by Hyrist View Post
I get your approach, but the problem you run into that, from the business perspective, is falloff. Even before the 'casualization' of the game, you have a very small percentage of people completeting harder content, so them adding more of it, that players won't enjoy, will cause friction.
This friction is what caused Normal Raids to exist.

[~]

Angus, I'm not saying your ideas are wrong off the bat, but there's a lot to consider here when you make a broad statement to say "Make the game harder/make more hard content." We're no longer in an era where people will tolerate needless difficulty for its own sake. Make the game too unappealing to casuals and you'll loose them. And like it or not, even with the staggered subscriptions, they're holding up the game. SE needs to (and will) make those decisions carefully and I would like to make suggestions with the same considerations in mind.
Look at my edit, I'm not saying to give needless difficulty, I'm saying naturally enforce and reinforce it through out the game so that by the time you reach max lvl things a lot of people might find harder will be second nature. While yes I do know SE is limited on Man power(That in itself can be a whole thread) I feel it is possible for them to do that going forward into 6.0 over redoing how every dungeon works from 2.0 on. I'm not saying we should sacrifice 95% of the player base for the 5% who do savage and ultimate. But the fact that the game doesnt build upon its own difficulty in an intuitive way is the issue ShB as a whole is facing.