I never created a game in my life, but one thing I know is that a boss fight needs to be done right to be challenging and fun. For example: Boss down to 80%, seen it dive bomb and inflict heavy damage on the tank at certain intervals, then it disappears, oh theres a mark on my head, wipe. That's not how you make a boss. The boss shouldn't be a cake walk per say, but every boss should have to introduce a move in a way you'll be able to react to in the future as it will be reused but with a twist so you'd learn and get more experienced with the concept. That's what I assumed normal dungeons were doing, but no, its all new and hectic in raid fights with expected deaths and thrown in mechanics. If you build the player accordingly with previous fights, they'd be inclined to test themselves with more fights.
If you keep throwing entirely different fights you pull out your #%$ people are gonna get discouraged, and little @#%$heads are gonna complain about people not knowing anything, and they don't know anything because it just came out. What SE did is lazy and if they cared for casuals they wouldn't of came this far to make it this way, if they cared for hardcore players, savage mode would be extended to dungeons where they'd learn hardened mechanics subtly but still pretty difficult. and when they fight a raid boss next on the list, it'd be challenging and tough, but familiar to them. Just my opinion anyway. :/
