Originally Posted by
Kaurhz
It does make sense really. Base game would generally have the highest amount of dungeons and tribes. Between it being an effective 50 levels + post-story dungeons. You also need to consider the fact they are utilizing a wider range of content along the expansion cycle, e.g., Exploratory content, deep dungeons, two-tier difficulty for raids (Which was only present in SCoB), Ultimates, Criterion/Variant dungeon.
Even though I generally don't touch some of this content, to think that making a comparison... "We had 30 dungeons, now we have 13", is flawed at best. Unless you would rather go back to that design philosophy where a bulk of our content was just dungeon saturation.
I preferred levelling in ARR, simply because you had a lot more utilization in the open-world, so it actually felt like an MMO. The dungeons themselves though, not all of them were fun really. Quite a lot of them were just chore-driven Events I can't really speak on as I only do them as and when I feel like it anyway.