Quote Originally Posted by MrPresident View Post
Because the game is way too easy now. You can just mash your controller/keyboard and stumble through every piece of content barring EX/Savage.

There hasn’t been a challenging dungeon in years but the decision to put them all behind MSQ made it even worse. You can’t scale the difficulty too high because then you’d lock players out of finishing the story. So they’re all absolute face roll stuff.

If there’s no in game indicator you’re doing something “wrong” you’ll never be prompted to reevaluate how to get better.
A major problem with putting those indicators in group content is that when a player hits that wall, it affects more than just the player in question.

Meaning 1 or more of the following could happen:

1. Player with the problem assumes it's someone else. Either due to ego or ignorance

2. Player gets kicked from the dungeon by others who want to go faster - meaning the player doesn't get the ability to learn. Maybe the next group will be able to carry them past that part without any trouble.

3. Other players are impacted. Some don't mind with this happens. Others mind. And those groups don't tend to mix well.

A better place would be in the solo duties in the MSQ and/or the story quests. Where the player can't shift the blame to other players. Where a player can spend the time to get better without fear of being kicked because they wiped again to same mechanic. Where it does not impact other players.