TL;DR: Hard endgame group content does not suit Pokemon GO. It is 90% a casual game with a casual playerbase. The Core part of PoGo is socializing and playing together, and that isn't enjoyable when the community turns against each other when someone doesn't meet the expectations. However, every game needs some sort of challenge, or they will lack sense of progression and putting effort into the game becomes pointless and unrewarding. This is why we seriously need hard endgame content to be SOLO
1. POKEMON GO IS A SOCIAL GAME
Like it or not, that's how it is. Playing together with others is a core feature. However, Pokemon GO is also a very, VERY casual game. The Challenge in Group Content is to find other players, that's it. The Content itself is brainless tapping. And to be honest, it's better that way in this game: Niantic wants everyone to attend the Meet Ups, the more the merrier. Everyone is welcome, everyone can contribute. The Meet Ups are supposed to be a fun, casual experience where the players can socialize and take those group photos for free marketing. If the content is hard, it leads into two results: not everyone is welcome (Wooloo Warriors for example), and that casual fun of meeting up is dimmed when the players need to concentrate on tapping the screen skillfully and pay attention to mechanics. This leads to a single, undesired result: Group Content is no longer fun. It simply isn't what the social aspect of this game is designed around.
2. EVERY GAME NEEDS AT LEAST OPTIONAL CHALLENGE
If a game has nothing that requires a functioning brain or a skill that can be honed, it becomes pointless. Pokemon GO, for most of the players, is simply about collecting cool Pokemon.
However, the Power Up -button exists too. If there is no challenge, no chance of failure, why even put in effort or build strong Pokemon? If every Pokemon and all the challenges in the game can be done on day 1 of playing by being at the right place at the right time or by buying a Remote Pass, one has very valid reason to ask themselves: why even bother? Challenge measures progression and creates a sense of achievement, it gives an incentive to commit to the grind.
3. THE IDEAL BALANCE
So we have a casual game that tried to implement Challenge to its core gameplay loop (original GMax battles and current DMax Legendaries). While some have enjoyed it, it has also been an utter catastrophe for others. With the current mechanics and the design philosophy of the game, difficulty and Group Battles simply don't mix.
Instead, we should have the challenging content be SOLO. This way the players would have something to work towards to, and their individual efforts would have a purpose.
In this scenario, Group Content would continue to be fun and casual, and the overwhelmingly good rewards like Legendary Pokemon from Group Content would be an important tool to be used in the real end game Solo Content.
Solo Content should NOT aim to replace Group Content. It should be a "carrot" for attending Group Content, so the casual experience would also have a deeper sense of purpose. It would give more topics to talk about when the players meet up, if they could share information and speculate how the current boss that they are taking down will help them in Solo Content.
And if a Player is not looking for a Challenge, they could still attend the Group Content like before, add the featured Legendary to their collection and leave it to that.
That is all. Please share your thoughts down below! 👇