Quote Originally Posted by Yeastyloins View Post
Oh don't me wrong. In these savage dungeons busters should kill a tank if they don't mit it correctly, have bosses and mobs do back to back raid wides and if there isn't a reprisal up on top of shields/substantial heals done between raid wides your group wipes, put a hard enrage cast on boss early enough that forces players to play optimally as if you were doing a savage fight with just over min-iLvl gear; similarly add damage downs instead of vulns to ensure you have to DPS properly while contending with mechanics. Make this hard as nails and if people go in with suboptimal play they don't get to clear.

Just don't tie gear to it, or atleast offer it as a stop gap to fill in pieces as you get your savage raid gear. Not be a total replacement to savage raid gear. The gear shouldn't be what defines it as high end content, it should be the mechanics and the expectations the player needs to meet.

I better see some sick dye-able glams for Savage only tho.
I'm a bit confused.

It sounds like you're saying "I want these to be harder than Savage raids...but offer less rewards than Savage raids".

I'm not clear on how that makes sense.

What part of doing - if it IS on par with Savage raid content - your end-game with 4 people vs 8 means you should get lesser rewards?