For the life of me I cannot fathom why they refuse make an open world that has some sense of danger in a game that has 0 ramifications for death. If there was something actually bad that happened to you when you died then I could understand it as the more casual players may find it difficult to accomplish anything. However, its the same as dungeons... if you die you just return and warp right back to where you were so what's the problem?
SE should make various parts of new zones with different difficulties. I know HW areas had varying difficulties by area but the whole zone was filled with little more than nuisances in level 60 white gear but I mean vastly varied. Strongholds and late game areas should literally require an 8 man party to move through at the start of the expansion. Then once gear level increases they would gradually scale down to where it would be somewhat challenging but able to be traversed solo by the end of the expansion cycle. By no means am I suggesting these areas should be heavily linked to the MSQ, or require players to enter them until late in the cycle but putting some sort of interesting things there would help.
