I have seen and received quite bit of negativity around the difficulty of GK resulting in many testers reluctant to visit it. Hopefully, this update will help reduce that perception.

First, some reasons why people should test GK:
We are in Alpha, that's reason enough
GK is the only place you can reliably obtain level 70 pieces for off-hand, neck and rings
You can make multiple thousands of councils /run (30k+)

What is GK? The current high end dungeon in the game
Who can run GK? Level 60+ testers (though some level 55+ testers have been in groups)
How long does it take? Allow 2+ hours
Is it difficult? Yes, but it is eminently doable with a disciplined group
How many times have you defeated all the bosses? Multiple times

Progress update:
There are at least 6 active testers who can reliably solo single GK mobs (2 mobs = death)
With just 2 of those testers, the level 1 chests can be cleared - they can also reach the entrance to level 2
Note: It still takes 4+ of those testers to take-down most bosses

This means that with 1 of those testers in a group, a group of 6 can clear GK level 1 (excluding bosses) with 5 newly geared level 60 people who are willing to listen and learn

Whilst doable with newly geared level 60 players, GK is still not easy and one mistake usually results in a wipe - which is part of the challenge /fun.

Give GK a go - you might grow to like it. Avoid boss fights until the group is level 70 geared and you are bound to make a profit.