I'm pretty sure they considered this change but then chose not to (someone clearly toyed with it, because they accidentally did this for a few days with a patch, increasing the Enrage damage enough to make this method significantly harder). I think the fact that they knew they would be nerfing the content within a couple months anyways and raising the effective level cap contributed heavily to the decision, along with the feeling by many that managing the ROT curse in that fight +other effects was the hardest mechanism in all of the raid, and thus prevented people from experiencing the content. If they had been further away from an expansion when this tactic became popular, the story may have been different. As it was they couldn't afford to alienate the users, because unlike Destiny they have an active subscription base they need to maintain to survive.
That said, on the surface at least, I agree that Square's public response came off as much more sensible and respectful of the players than this one.
Money model aside, Square is taking a different approach from Bungie, in that they want everyone to be able to experience the Raid (especially since the Raid is a continuation of the main story) and Boss fights at some point - adding buffs for failures, lowering difficulty as new content is released, and adding the ability to matchmake. However the new, active content, is always intended to be the most difficult, challenging, and catered to focused, dedicated teams. This is something I think Bungie should also seriously consider and advertise if they are willing, as right now a large number of people will never experience the single most creative portion of the game. As new expansions are released, the old Raids should gain level 24 "easy modes" [i]with matchmaking[/i], less chests, and a legendary reward at the end similar to the Tiger playlist. That way more people can at least experience and enjoy the mechanics and maps, as well as unlock grimoire cards for some of the most subtly interesting lore in the game (that should really be part of the damned raid).
I would point out that FFXIV is doing a lot of things wrong as well, which Bungie also needs to be mindful of. The biggest problem with both games, and the reason I left FFXIV, is the lengthy, aimless-feeling fight against the RNG gods to make progress beyond level cap. In both cases it even involves lots of mindless grinding of low level content, fingers crossed. In Bungie's case, since there are admittedly many more opportunities for frequent players, this is mainly an issue with casual players who can't consistently get daily rewards needed to upgrade gear, and then often go weeks not getting what they need (****ing mountains of ascendant energy, and 0 shards)
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