Difficulty is simply modifiers applied to the area. Whoever opens the area applies the difficulty.
This has already been done in plenty of games, including D3 where when you joined a party, you joined the difficulty of the party leader.
PoE has area scaling when in a party.
No idea how D4 handles this.
The point is that it’s not hard to implement, whichever method you’d like to use. So you can simply scale the area difficulty to whoever opens the instance or to the party leader’s.
There is a difference between “This game is very easy and I have to go out of my way and inconvenience myself to make it challenging” and “This game has several optional difficulty settings I can choose from”.
With the latter you simply play the game like it’s meant to be played and you use the option that seems better/most fun for you.
With the former you go out of the way to play the game in a way it’s not designed to, just so you can feel a challenge.
Your argument is like saying that D3/D4 are actually very challenging games because you can simply never equip any piece of gear or equip any skill.
Instead, what ends up happening (and we see this in this forum as well) is that players quit or leave soon.
It would have been better to simply add it as a 1x1 idol. That way you could still work on your build as normal and still have a challenge. You could even let it be placed in the center square that is always blocked.
The way we have it now, you can’t have hard mode with any build that requires build defining boots.
I think the biggest difference is that right now we don’t have a hard mode. We have a challenge mode. And most players don’t enjoy challenge modes, even when they enjoy hard modes.
That being said, I do agree that EHG is aware of this and are probably trying to come up with a solution. But I don’t agree that it’s not an important thing to add as soon as they can. Simply because we’ve been seeing these threads over and over again, with more and more people complaining (as the power creep increases) since launch.
It’s something much simpler to add than many of the mechanics they’ve been working on.