One common argument seen when there's the "high end rewards vs solo rewards" debate is that high end group content is harder therefore deserving of better rewards.
But the truth is that usually is not the case because the difficulty of high end group content often has the illusion of difficulty.
If you do the mechanics well and perform well dps wise you can still be
rewarded with failure in high end group content because someone else failed the above, this was
not a mistake of yours, you didnt do anything wrong, you did not deserve
this failure because you played your part great both mechanically and
The reality is high end group content is not that hard the vast majority of the time. that is because it is never truly extremely hard otherwise nobody but an
extremely tiny minority would clear it, talking about less than 0.1% of a population
Most group encounters create an illusion of difficulty and that is easy
to explain, the devs cannot create something that requires literally
perfect performance otherwise the above scenario would happen.
At that scenario only computers and literally perfect players with 0
mistakes both mechanical and dps wise can beat it, we are talking about
100% performance and perfect timing.
So the devs obviously have to create some room for error, let's say 5%
for the hardest difficulty, a very small amount for group wide error, plus keep in
mind they have to try balance so it is viable for all combs so another
maybe 1-2% of error room is added.
For the next lower difficulty you have an even bigger room for error, let's say 15%.
The error % is obviously made up but if you want a number you can try
gauge it by how easy it is to carry someone in said content if you play
well, the moment carrying is possible(and literally buying carries) it is the moment you have to realize perfect play is VERY FAR from required.
So let's say each person has a performance score that combines mechanics and dps performance. (And
let's ignore the common scenario of a raid wiping mechanic targeting
the bad player and instantly wiping the entire group cuz of them)
Total average being: 82.5
Total average required to clear savage boss: 85%
So even though all these 5 people performed well enough and some way above what was required they still failed the encounter
which results in the illusion of challenge, if we took player no.2 and copied him into 7 others and let's say he has the same performance as a
healer and a tank the raid boss would be a joke for him and he would even be able to clear the highest difficulty. (Note:
The percentages are obviously rarely like that, it is rare for the bad
performance to only belong to one or two people, its often a few people
under 85% and the few decent players who are above 85% are not that far
ahead of 85% to carry the rest)
That is why often for good players high end solo content feels
like a joke and too easy, because there is no illusion there since you
are in complete control of the encounter, you do it well and beat it,
simple. You dont have to try much and beat it quickly because you are already above the performance required, it feels easy.
Meanwhile in a group encounter even though you might play almost perfectly you can keep failing which makes the raid boss feel like a challenge, but the truth is you are already able to beat the boss, it isnt difficult, you are simply pushing to carry others harder which creates the illusion of difficulty.
So what we have that matters individually is ability to manage
the encounter's mechanics while keeping a strong dps performance, the
thing you have CONTROL OVER as a player.
Those 2 can easily be placed in any solo encounter and that includes
deep dungeons therefore you have similar difficulty solo content that
deserves the same rewards, and honestly you can tune it so it is even
harder because it is a lot easier to manage encounter design with 1
player than 8 with different classes.