it's like playing a piano piece.
How many people learn to play the piano well? Repetition does become easier overtime, sure. But depending on the speed required, it can be extremely difficult for most average players to handle. That's why Lich King was beaten on the hardest difficulty by like 1% of the player base, before the buffs. I guarantee had the Avatar of War or any very difficulty Pre-PoP EQ encounter been instanced, even the most mediocre guild would have beaten it. BUT the Avatar of War was still balls hard, wasn't it? Why?
The difference was where the
socialslider was. You even say it later, about the docks. So why do I say EQ was easier even though, from these examples, you can see EQ was at least as hard? Because the more abstract difficulty or "social" difficulty in a game like EQ, can be
spread around, THAT is the difference. I can organize better, to allow for a worse player to play with me, I can pick up his social difficulty and tack it onto my own. I can't do that with an APM based encounter. I'm sure EQ was much harder for a player like Furor than it was for a player like Tyen--someone like Tyen COULD play because he had stronger players picking up his slack. WoW doesn't allow this as well as EQ did.
That'swhat I'm saying. Abstract difficulty like not sitting on the dock, can be fixed by networking--a friend can warn you about the dock. No friend is going to make sure that you're fast enough to move from void zones while dodging exploding spirits and making sure you're in the right position if you're the bomb, though--all of that has to be learned by constant, mind numbing, repetition (Or not at all, as we can see from derp mode in WoW). That's why more abstract difficulty is such an important "kind" of difficulty to use, because it encourages networking, it encourages stronger players to help weaker ones. And it does all this WITHOUT making the game seem easier! That's the beauty of it, it's more inclusive, while also still keeping a feel of being hard, so there is still a triumph there when you "win". Again, unlike derp mode, which feels hollow--because you had to do NOTHING in order to achieve the change in difficulty, while in EQ a bad player could still do amazing raids, but he had to build social networks, which was it's own form of abstract difficulty.
However, on the other end, platforming difficulty simply encourages stronger players to find other strong players. It cuts social networking at it's knees because it's *very* difficult to help someone simply get better at their reflexes or learn to repeat patterns faster. And that's why WoW is harder, without actually being harder--because even though EQ was hard, a couple of friends could make it *
A LOT* easier, in WoW, that scale is completely fubar, you can be drowning with APM difficulty, even in the midst of some great players.