This isn't pertaining to you explicitly, but to those who hold this logic.
Adding another difficulty does not dilute the player base. A level 16 adventure on (15)Casual, (16)Normal, (17)Hard, (18)Elite or Reaper is still attracting the same group of level 15 to 18 players (assuming groups are not taking an XP penalty for over level PC's).
Increasing the end game from 28 to 30 dilutes the player base; instituting another difficulty does not. This theory doesn't match what actually happens on live servers with only 4 difficulties.
Or players would switch destinies, non-human would become a hindrance again, scroll / Silver Flame healing would be used more often, but I doubt Cleric/FvS/Druid would see anything other than a casual bump.*) I am aware of a lack of challenge for well geared experienced players. How could there not be that problem? We are allowed to self-heal/-buff/-tank/etc.
I tanked the Stormreaver in EH FoT with my 670HP assassin without difficulty. No SP, just scrollhealed(Agro has to come from somewhere^^). There will be no permanent solution to a lack of challenge if every well geared character can solo most of the content. It is a MMO, get 5 new players and walk them through elite if you want a challenge (5 might be autofail, try 2).
No wonder we are missing the challenge if we 6man a quest with 6 characters all able to solo said quest.
Give Rejuvenating Cocoon a far longer cooldown and a lot less players will demand higher difficulty. Healers would get more attention again.
Difficulty does not spread the player base too thin, which live servers confirm. I do like the sliding Champion Scale but see this also as a farming mechanic which Turbine is allergic too*)Instead of spreading the playerbase over one more difficulty, why not implement a slider for the champions(0-100%?)?
That way every PUG could decide if they want more challenge in their EE run, the can turn up the spawnrate of champs to 100%.
If they want a challenge but know they will not be able to make it through EE, they could go with EH on 100% champs.
Expand the abilities of champions. They make the game more interesting, but most of us just realise that they hit harder. How about group buffing?(bard style aura/song)
What a surprise it would be to encounter a group of mobs with 2 champs, both instead of attacking grabbing their guitars and buffing the whole group with GH and the healing song.^^
With a champ slider 0-100 champs could be allowed in raids/wilderness areas?
Challenge is relative and has many factors. I could stand on my own "soap box" but it isn't worth the effort. Now it's about enjoying the ride and having fun.From my experience what registers as challenge is hardly the HP of the mobs. The amount of mobs is just a mild annoyance.
Running elite quests with underlevel cannith crafted gear is a challenge.
Running EE with just Heal scrolls for selfheals that heal for 130 is a challenge.
Running ToEE2 with 670HP, only scrollheals, 50 concentration and stacking aoe dots is a challenge. I really hope you swore off that aoe instakill with wavepattern warning though. 2 are enough in game...
Might have gone a bit off-topic there, hope its useful insight though,
Samael