When A Tale in the Desert introduced barley as a growable crop, they also added a technology that could be unlocked by donating 100,000 barley to a university. How did they get the number 100,000? Nekhmet (one of the developers) grew a bunch of barley, they figured that the players would learn more efficient techniques (ATitD uses player skill-based crafting), and then they multiplied to get a large but not ridiculous number of hours of work. It turned out that Nekhmet was a prodigy at growing barley, at that technology was unavailable for months until ad hoc additions to the game allowed barley output to double and triple.
When Guild Wars 2 introduced pumpkin carving, a few hundred pumpkins were hidden around the world. It was an exploration achievement: find 150 to unlock the title. A technological problem let the same pumpkins respawn after carving, and they spawned on a per-character basis for a per-account achievement, so you could get the title without leaving Lion’s Arch.
When The Lord of the Rings Online introduced Mines of Moria, the dungeon fights that were its endgame were a mass of bugs and exploits, some of which were obviously unintended (stand in a doorway while a door closes: your weapons are on one side, your body is on the other, and the boss cannot hit you) while others surprised the players when they were declared “unintended” (kite the boss around his throne so that it is between the two of you when he uses his devastating area effect attack).
When City of Heroes introduced the Hamidon raid, players found a variety of ways to beat it, ranging from sniping it from beyond its range to capitalizing on teleportation and invulnerability to avoid damage. For months, every technique used was patched away as an unintended exploit. Some developers claimed that there was an intended way to beat Hamidon, but the players never seemed to find the “intended” one, and it is not clear whether it would have actually worked. Hamidon was later reconfigured into a fight with a more obvious “intended” approach.
Guild Wars 2 has a pop-up warning when you start the cooking crafting skill, telling you that it is more expensive in terms of time, silver, and karma than the other trade skills. Cooking is the fastest, cheapest, easiest craft to take to 400 skill, notably having the last points available for a few hundred karma worth of peaches where other skills require dozens of drops or even globs of ectoplasm.
Can you cite a dozen examples from your gaming history where “hard” content was trivial while “easy” content was literally impossible at release? Can you see why I am suspicious of any player claims about how hard something is supposed to be, what the developers’ intent was, or who this is for?