This is one of the problems inherent to MMOs. While a single player game can just be whatever it is, the goal of an MMO is to have a little bit of something for everyone. That's why there are so many different types of content in the first place. Problem is, people like what they like and tend to see everything else a waste. You have people who want hard content complaining that things like islands and variant dungeons are "catering to the casuals", while simultaneously people who don't like hard content complain about how any resources go into things like ultimates that relatively few players even engage with, let alone clear.

The devs can't win here and it's pointless for them to even try, which is why they generally don't engage in conversation on the topic.


Quote Originally Posted by CidHeiral View Post
This scenario already played out in WoW. The devs tried to make normal dungeon content more difficult in Cataclysm, hoping that players would rise to the occasion, but instead players just gave up and complained until everything was nerfed into the ground.
To be fair, some of the Cata dungeons were actually broken at launch. Ashbury was literally unkillable if LFD put you into a group without the right CCs/interrupts, etc. Some of the early Cata "it's too hard" complaints were justified.