What I want to hear from YoshiP and the team the most is their reflections on this raid cycle once we begin approaching 3.2. I want to see if they at least see the complaints people have (other than the whining about it's too hard without saying why they think it's too hard). Specifically how it seems like moreso than any other content in the game, A3S has caused the most turmoil with the raiding community. It has to have broken up the most statics and/or have convinced people to take breaks/quit the game. Also did Thordan weapons + diadem increase raiding activity or have the opposite effect?
There also needs to be, at a certain point, an option to skip ahead to any point of a fight to practice them if you've been that far into the fight. Or basically, a training mode for any piece of content in the game. I can see how, during early progression, this would be seen as a crutch to make clearing easier/quicker, and thus they want to stretch out content. However, having to spend so much time to get to X phase of a fight again to practice it gets annoying after awhile. So maybe at the odd patches, training mode is unlocked. Kills would not count in this mode obviously, just get in as much practice as you want without worrying about a time limit or having to spend 5-7 minutes getting back to X phase. Also maybe a bit more on-screen info explaining some mechanics. Like the game will highlight drainage is out, and say the mechanic has a time limit of X seconds to deal with. Or digititis debuffs going out and practicing that + deciding your positioning. On screen indicators when mechanics are happening, info boxes/tool tips giving you what they are + any other relevant info, and a quick way to reload to the start of any "phase" or mechanic to continuously practice.
If you do the fight for real and say, wipe to a mechanic consistently, the game could suggest going into training mode to see the mechanic in detail and learning how to deal with it and practicing it.
Again, this would be completely optional. Groups that have no desire to be told/spoon fed stuff they like to figure out on their own can ignore these features and do their own thing. But this type of system would not only help groups that want it, but would be extremely helpful to the pug scene and would encourage players to try raiding if they could go into a practice mode with nothing on the line other than learning the fight.
They existed at one point in development of HW. They were title rewards. Going to guess the reception to SCob Savage didn't meet their expectations -- extremely challenging content where a title as a reward wasn't incentive enough for people, thus it had a very low turn out when it was relevant.