I wish you would spend more time rewarding the journey aspect of fights. This Chaotic was the perfect opportunity to reward players for trying. Why is 100% success after 24-person body checks the only way to reward people? If players come to the realization that they will never be able to get to the end, the drop outs begin. It is also very hard to know what you are doing right or wrong. Why are there no rewards or encouragements? Why not discourage time feeling wasted if you do not succeed? Why can't players be rewarded for things they did right upon reaching the lockout? If you try for 90 minutes (this one should have been 45 minutes) and you are able to reach certain prog points why not grant rewards when so many players are required and when one person can kill everyone? I'm not suggesting you reward afk players but reward players who meet dps/tanking/healing thresholds or do every mechanic properly in phase 1, and tell them they did a good job. Basically the everything perfect or nothing mentality is a time sink many players will not find enjoyable. I tried one of the Criterion Dungeons back in EW and I thought even if it takes a while the chest after the first boss would be worth it...there was no chest. I made it past the second boss eventually and got to Statice but by then I was burned out from the repetitional time sinks and searching for groups. You shouldn't always have to know how to do everything in a fight before attempting it. These three criterion fights could have been added as individual fights with lesser rewards and no trash mobs so average players could practice later stages of difficult content. Repeating phase 1 of this Chaotic to die almost instantly in phase 2 is not going to be bearable for most players. Another thing you can easily do to make mid-tier content is to include checkpoints: remove most rewards if checkpoints are used but allow the option to exist. If you are not going to have mid-tier content for players to be able to learn mechanics at more reasonable paces, at least give players explanations for failures: the game kills the raid when towers are missed or tanks are not available for wild charges, but it will not put up a map and say 'tower 7 and 8 were missed' or a 'tank accumulated too many stacked debuffs'. When a player thinks 'what just happened?' every time they get to the same place because so much is going on at once how are they not supposed to get demoralized and potentially quit?

Just to be clear the Chaotic is quite beautifully designed for its target audience and I am not suggesting they stop making Savage, Ultimate, Chaotic content for the top 1%, I just want them to make more alternative, more reasonable versions of that same content for everyone else to be challenged in more enjoyable ways. SE has always been good at reskins. Please reskin this content for us mere mortals.