Quote Originally Posted by TaleraRistain View Post
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.
I think the biggest issue with Shinryu was too many people not finishing their level 70 Job quests and trying to fight it without their Ultimate skill and Artifact Gear. It certainly was a rough boss for Story standards, but it also felt very fitting. If some bosses do end up being bottle necks, they might need some tuning, but few tougher fights don't really negate the need of having most of the remaining fights to keep their base difficulty instead of becoming complete walkovers.

Look at the current Crystal Tower raids, there are few mechanics with outdated markers that might pose issues or people but most bosses can't even dish out their abilities before lying in dirt. Some of the early story Trials completely lose the awe effect of not even tickling the players and just dying in record times. Dungeons are easier than ever, you can even pull some of the long ARR hallways all the way to boss and still come out at the top.

Content is fun when its engaging, if its too easy then it loses all its meaning, if it ends up too hard it can brickwall people. Previous Normal was fine as it was, the current watered down experience is sorely dissapointing. Doesn't really help that past all these expansions people still have very few buttons for large part of game. Adding weaker versions of some later skills to lower levels would also make the game more engaging.