My apologizes if I misunderstood. I thought you wanted to slow the progression on LFR as much as non-LFR in order to stretch content out, though I'd disagree with the notion that stretching the content out as you've described is substantially different than having a place on farm for the same duration of time. Making tiers last longer than that hardly seems to be an ideal solution, or a solution at all, for Blizzard failing to put out content in a timely manner. In fact, cancelling between tiers seems like a good way to send a message to Blizz to ramp up content production, as opposed to asking for a better treadmill.
That also said, you don't know me or my situation, or anyone else who has been in that specific situation. It's unfair of you to make such assumptions, which in turn invite people to make assumptions about you. This isn't FoH, being "hard" here doesn't impress the 02'ers.
Sorry about the douchey first part ;p Your post made me annoyed and I edited in the more rational second part later without deleting the first.
I think it's especially important for an MMO which is always supposed to have content to do. Your're never supposed to finish everything unless you're ultra elite. Now this goes against normal game design and the typical human completionist mindset, but for MMOs, it's necessary to keep people hooked.
LFR is fine, but I think for regular raiding going (back) to a sort of tough love mindset is better for the health of the game. Who knows what's more profitable, but having it be too easy is a compromise of game design. (Albeit, this is tricky to balance now compared to when WoW was younger and had a smaller community, fewer resources, and a less-skilled/familiar with boss mechanics player base.)
You either make fights very gear dependent (which Blizzard would regard as not fun, and most people would agree), or you have to invent novel mechanics, which is hard at this point. Almost any given new boss you'll see now is a rehash of mechanics you've seen elsewhere. It's difficult when you realize there are surprisingly few base mechanics in the combat sandbox - making something truly "new" would require a large degree of complexity. The simplification of stats/talents/buffs/etc. since Cataclysm doesn't help in this regard (though the changes are mostly good for other reasons.)
I think fights SHOULD be somewhat gear dependent. Not to the point that that is the only difficulty, but to give you a sense of progression.
While I would hardly say WoW is better off to copy EQ in all regards, raiding progression with LFR as a sidenote for 'content completionists' seems the way to go for the health of the game like you say. The reason all of the hardcore guilds quit EQ when wow came out had NOTHING to do with the raiding system, and had everything to do with all of the other bullshit SoE pulled constantly and how broken their game could tend to be. It's why lots of early wow raiding strats (like the famous conquest ban and strat leak that busted MC wide open) were so cheesy and borderline exploit in terms of how we'd see them today: Because in EQ that was par for the course and it's how we were wired to approach encounters. Blizz has fixed that part of course by now.
Maybe I'm just an old grump at this point talking about 'back in my day' type shit 13 years after the fact, but I just literally cannot fathom not wanting to have something to look forward to when I log in to my game of choice. If there is nothing in front of me, what is the point of it all? Current wow, no matter how bad you are, there is nothing in front of you within a couple months of a patch release. The knowledge of nerfs incoming takes away from that which is in front of you (to the point that many people in mid-tier guilds don't even try on hard fights until they are nerfed). Heck, my guild didn't even finish Madness before the first nerf this tier, we BARELY got spine, and we were top 20 US. It doesn't mean the fights are too hard, spine was a BIT too hard but you could always make solid progression on this fight, whichis what a fight should be like. Same with Rag. It means we simply did not have enough time to even get the tier done before they start doling out the nerfs. Unless you were bleeding edge, you had literally less than a month to 'catch up' before the nerfs hit. That's fucking RIDICULOUS to me. I don't want to see the game continue in this vein by any stretch, but I know it will
I wish I had a direct line to the devs at times like this to truly pick their mind, because I genuinely cannot fathom a single argument against what I (and many others) have proposed as a progression model. I cannot see how it makes less sense in either business terms OR gameplay design terms.