Quote Originally Posted by Hyrist View Post
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Edit About Dungeon Diffiuclties:

Gating people on story won't work. It was attempted by putting story in raids and the backlash was catastrophic. We're already adding mechanics into each dungeon and building off of already existing concepts. (Stack Mechanics, unique mechanics, indicators for common actions to be done within the raiding scene. Even soft enrage mechanics in dungeons made a return with Amarot.) So, how further do we educate them on basics they've already been shown repeatedly? If you overtune the basic dungeon fights people will just use Trusts to bypass that, and they have to be passable by Trusts or that system they've created is useless. You'd have to individually tune each dungeon to correspond requirements for each role to increase the difficulty and that's a huge amount of manpower to tune something 4 different ways for each dungeon. Do we restrict it to non-trust dungeons?

No I think if we're going to encourage the building of skills more than we do already, we're going to have to come with a better intermediary than simply tuning the storyline harder. We're already getting more mechanics there, and people are pushing through.

Given this I am leaning more towards gating.
This is why I said do it going into 6.0, The trust system is optional and should only offer a much more (tame?) experience for those who dont want to be challenged, that'll keep both ends happy. If they can create Baldesion Arsenal, and Ultimate 2 forms of their most successful content, then I imagine they can slightly scale up dungeon difficulty over time.