While I like your post and the underlying point, I don't know if that's necessarily true.
Think about the end game structure a little bit.
The normal raid is supposed to offer a challenge to the PVE players who have reached the end of the story and want to move to the pve endgame.
The hard raid is supposed to offer a challenge to the pve players who have beaten the normal raid and have acquired the gear and skill necessary to try the raid on a harder difficulty.
Challenge mode is supposed to offer a challenge to the pve players who have beaten the normal raid (normal challenge mode) or players who have beaten the hard raid (hard challenge mode) and want to try the final tier of endgame pve.
From that I would say each mode is made to be a challenge for the people that fall into that percentage (or tier if you prefer) of players at that level.
[b][u]So challenge mode should have been made to be a challenge for the top players, not the average players[/u][/b]
You're right, it wouldn't be valid for a top tier player (hard mode completion) to say normal mod is too easy (because it wasn't made to be made a challenge for that caliber of player). However it [b]would[/b] be valid for a top tier player to say the next step up isn't a challenge (because it was made to be a challenge for that caliber of player).
Ask yourself this, why would bungie make the hard mode challenge mode based around someone who can't complete the normal mode?
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Keep in mind that HM and Challenge Mode were designed before NM ever dropped. I suspect that the bungie devs anticipated that raid groups would use a single aura holder for war priest, the way we used a single swordbearer for Crota. They miscalculated and thus their "challenge" to us turned out not to be difficult after all.
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I thought they said that about hard mode, but I don't remember them saying that specifically about challenge mode. Regardless, I find it hard to believe that they were unable to change challenge mode to be harder between the time the raid initially dropped and the time hard mode dropped. Especially if they have been watching and realizing that it may be too easy
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I get the impression that their game engine makes it challenging to quickly design or redesign any encounter. I suspect that challenge mode was sealed well before TTK released. That's just speculation though.
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They didn't base it around people who COULDN'T beat Hard. They based it around people who would already find Hard challenging to begin with. Most of the elite waltzed right through Hard Mode without a second thought by the end of week 2. Now at least they'll have to put in some effort when it comes to week 2 and 3 of the Challenge rotation.
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Your post essentially said it was silly for the elite to say challenge mode is too easy because they are so good they were gonna think it was easy no matter what. You followed it up by saying that challenge mode is made to be a challenge for the average player. I contest this by saying that challenge mode should be challenging for the elite players. Thus it should be made around them. Based on your numbers, I would say that the "average" player would be someone who might not be able to complete normal mode.