Quote Originally Posted by LeonKeyh View Post
I think that the real issue is "Difficulty curve is too flat." or "Synced Content is made irrelevant." I don't think that anyone would disagree that it would be nice to have synced content closer to the way it was intended, where you actually have to do mechanisms and can't just face roll through it. Something that is even a little bit engaging.
Even this is by design, though. We're not face rolling those things when they drop in the ilevel available. Things get easier over time because ilevel increases. But this is necessary. Take something like Shinryu. That was a pretty big bottleneck on drop. I know it took me a couple of PUGs to get it. My first group just ran out of time. It was rough on healers in the gear available. I finished it, got my gear, then ran it constantly to learn it and to be a solid healer helping people get through. At first, I saw people drop constantly when they got it. But over time we stopped seeing that as more made it through, got the gear, found it easier after that, groups wiped less, and people stayed. If our ilevel didn't allow things to get easier over time, we'd remain stuck on these bottlenecks and players would either leave or call for nerfs. There were calls for nerfs on Shinryu that eventually died out as more people were able to get through. It's not a perfect system, but it is functional for the intention.