I think it’s cool and I don’t understand the condescension from the hardcore crowd.
You have strike playlist, amongst which one would go in rotation each week as a NF with 3 difficulty level then GM as the ultimate difficulty. That means on Strike you have 5 level of difficulty and everyone is happy.
I don’t see the issue of adding an entry mode to dungeons, or even raids. Like strikes these are meant to be run as a team, and like strike you still get loot from running on the lower difficulty mode, albeit not as good, that seems like a win win to me, for everyone.
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Unless I missed something in the stream, the only [b]explicitly stated[/b] differences in difficulty for Explore mode seems to be the inclusion of Waypoints and Mechanic Tooltips, coupled with the removal of Darkness Zones and greatly reduced respawn timers (removing the possibility of encounter wipes). Speaking as someone who has gone Solo Flawless with all Dungeons to date I have zero issue with such a setup being implemented with the older entires so those who have historically been gun-shy about running them can start to adopt the builds, strategies and game sense necessary to move on to running Dungeons on their standard difficulty. (΄◉◞౪◟◉`)