DenverRalphy wrote: »Group requirements are not gatekeeping. Any player can still walk through the gate. As well, any group is free to choose with whom they wish to walk through it. There are numerous reasons groups can require specific conditions. Many if not most of them simply for the good of the mission. And perhaps sometimes it's just cliques being snobby. Not invited to the party for whatever reason? Start one of your own. There are plenty of willing and able bodies lined up to join.
Marronsuisse wrote: »Dislikes
[*] Relics letting you take shortcuts in districts is not conducive to group play, since some players get left behind. Leave the relics for accessing dungeons and discovering cool secrets, etc.

Claiming to be "representative of the average solo player" while simultaneously flexing that you have the build or skill to solo group-intended content is a massive contradiction. Most solo players are looking for a way to engage with the zone without the friction of having to go through the Group Finder, not a "git gud" lecture. All this is made only funnier from you somehow calling my desire for a better system for everyone "privilege".HatchetHaro wrote: »The fact that you can solo trash moves proves nothing. Neither of us are representative of the average solo player, and being "capable" of doing something doesn't mean the system used to get there isn't clunky.I spend ~90 - 95% of my in-game time as solo. The other 5% - 10% is running dungeona and trial trifectas. I am quite capable of soloing the mob packs in the NM, as well as doing the daily district quests.
If I have to kill a Brazen or Argent, I go to group finder, setup a group, and wait 2 to 3 minutes for 12 players to fill it. Even if half of them are absolute useless no clue noobs, that's still more than enough to kill a Brazen, and Argent, and a Calamitous. You may run into difficulty with such a group taking on a Skirmish where the Calamitous decides to join, but that's about as bad as it gets.
The Brazen & Argent bosses are taken from dungeons and existing overland, and given a signifant health boost BUT their damage is very much nerfed. If you've had trouble with the groups from group finder clearing those bosses, I would suggest that is the exception and not the norm.
Edit For Clarification: No boss in the NM needs a 36-man zerg.
You seem to think that sitting and waiting for a group fill is "fine", but my entire point is that players shouldn't have to wait or go through the Group Finder just to find the action.
I'm also struggling to find where I mentioned boss health or needing a 36-man zerg. I suggested map visibility to capture the feeling of a zerg, you know, organic momentum found in other group-forward instances like public dungeons.
I can't address any of your points, because none of them have anything to do with my post. You've completely missed my point about the systemic friction around grouping in the Night Market, and instead pivoted to a weird flex about your own skill and how "easy" it is to click a button and wait.
Nah, I'm pretty representative of the average solo player. There isn't some big mystery to it, simply build right.
Sitting an waiting for a group to fill is how 95% of dungeon and trial players DO spend their time. The likes of you and I run in pre-organised groups, but most players do not.
If you have map markers showing "where the action is", that's where everyone will go. i.e. a 36-man zerg. Your points fail to take account that most of the players do just click a button and wait for a group.
The issue isn't the system, it's that you are coming from a place of privilege - earned yes, but still privilege.