Thought I’d finally give my two cents on the subject, for context I do a lot of challenging content including Savage, Ultimate and Deep Dungeon Solo and finally managed to become a Pentalegend earlier this year. However, after finishing TOP I found myself barely logging in because there wasn’t any other content to keep me engaged, only thing keeping me around was stopping my house being demolished and helping my friends clear Ultimates too. So you can imagine my delight at experiencing the enhanced DT dungeon, trial and normal raid design, casual/MSQ content finally felt exciting again and I’ve actually died in dungeons for the first time in a while which was really refreshing and made me think much more carefully about the mechanics. The two extremes have also been fantastic and I’ve got a lot of mileage out of both when previously I’d found the EW ones incredibly boring in comparison.

What I’m trying to say is content should be rich and interesting all the way from story dungeons up to the level of Ultimate, nothing should be phoned in or half-baked, players should get to enjoy enriching content no matter their skill level, after all whilst Ultimates might be my endgame, story content might be someone else’s and why should they get short-changed when it comes to the content being engaging and replayable? I’m all for SE making content being as accessible as possible to all players but this shouldn’t come at the expense of watering down content so the majority get a less fulfilling experience. Additionally, it’s fine to try and fail, it’s all part of the learning process, what I can’t stand are people who throw in the towel at the first sign of resistance and are entitled enough to think that victory should just be handed to them on a silver platter. There are plenty of guides, other players and other resources out there to help you out, you’ve just got to be willing to access them.