So in the previous CDP the devs expressed a willingness to at least consider the idea of having a "normal" and "advanced" version of dungeons and trials, so that new players could learn the mechanics of new content. Well, here is your chance to practice your vision of such a thing before brand new content is released.
Devs, you will probably agree that CODG has been a thorn in your side ever since its introduction in Mod 13. At first the push-pull mechanic could be evaded by an exploit, so you fixed the exploit and then it became too hard for the majority of players to do. You made the push-pull easier, but even still the trial was nonetheless still difficult enough that you did not include it in the random queue. Even after nerfing the push-pull again, so that falling off the platform meant still returning to the fight in a downed state, it is STILL not sufficiently accessible for the random queue. So, instead of nerfing CODG again, do this:
1. Create a "normal" CODG that has half health for the skull phase, and the pre-Mod 18 health values for the cord, baby and acerak phases. Put this version in the random queue, with no chance to drop the orange refining stones. This version should have the same RAD loot table version as Tiamat, and no chance to drop ampoules.
2. Then, your "advanced" CODG should be the one that actually existed before Mod 18, with a chance to drop orange stones, and ampoules.
The reason, is because people have to have a chance to PRACTICE THE MECHANICS. That is why so many people fail CODG now. They have no idea about the mechanics. Let them practice the mechanics, and they can get the RAD for a typical Random Trial Queue run, but no orange stones or ampules. If they want the more sophisticated rewards, they can queue for "advanced" CODG with the orange stones and the ampoule rewards.
0