Quote Originally Posted by Moonsprite View Post
Part of savage is cooperating in a group to overcome a challenge together.
No, because YOU do not control the performance of others.
If you do the mechanics well and perform well dps wise you can still be rewarded with failure because someone else failed the above, this was not a mistake of yours, you didnt do anything wrong, you did not deserve this failure because you played your part great both mechanically and performance wise.
The reality is savage is not that hard just like any high end group content is never truly extremely hard otherwise nobody but an extremely tiny minority would clear it, talking about less than 0.2%, 0.3% of a population

Most group encounters create an illusion of difficulty and that is easy to explain, the devs cannot create something that requires literally perfect performance otherwise the above scenario would happen.

At that scenario only computers and literally perfect players with 0 mistakes both mechanical and dps wise can beat it, we are talking about 100% performance and perfect timing.
So the devs obviously have to create some room for error, let's say 5% for ultimates, a very small amount for group wide error, plus keep in mind they have to try balance so it is viable for all combs so another maybe 1% of error room is added.

For savage you have an even bigger room for error, let's say 15%.
The error % is obviously made up but if you want a number you can try gauge it by how easy it is to carry someone in said content if you play well, the moment carrying is possible(and literally buying carries) it is the moment you have to realize perfect play is VERY FAR from required.

So let's say each person has a performance score that combines mechanics and dps performance. (And let's ignore the common scenario of a raid wiping mechanic targeting the bad player and instantly wiping the entire group cuz of them)
1: 95%
2: 97%
3: 90%
4: 93%
5: 70%
6: 85%
7: 80%
8: 50%

Total average being: 82.5
Total average required to clear savage boss: 85%

So even though all these 5 people performed well enough and some way above what was required they still failed the encounter which results in the illusion of challenge, if we took player no.2 and sundered him into 7 others and let's say he has the same performance as a healer and a tank the savage raid boss would be a joke for him and he would even be able to clear ultimates. (Note: The percentages are obviously rarely like that, it is rare for the bad performance to only belong to one or two people, its often a few people under 85% and the few decent players who are above 85% are not that far ahead of 85% to carry the rest)

That is why often for good players high end solo content feels like a joke and too easy, because there is no illusion there since you are in complete control of the encounter, you do it well and beat it, simple

So what we have that matters individually is ability to manage the encounter's mechanics while keeping a strong dps performance, the thing you have CONTROL OVER as a player.
Those 2 can easily be placed in any solo encounter and that includes deep dungeons therefore you have similar difficulty solo content that deserves the same rewards, and honestly you can tune it so it is even harder because it is a lot easier to manage encounter design with 1 player than 8 with different classes.