Originally Posted by
Bourne_Endeavor
Problem is, this has led to dungeons being trivial. Many people neither gear nor learn a proper rotation because the game never incentivizes it. Xelphatol and Gubal were such a joke at release, you could speed run both in lore gear. The only pull that proved a little challenging below a certain threshold was the last one before the owl boss. No offense to your husband, but I feel Expert dungeons should be reasonably challenging at release and gradually become easier as our ilvl advances. These are things intended to last throughout a patch cycle yet I only get to feel like an actual tank/healer if I/the tank pulls the entire room. Baby pulls? I don't even keep to pull in tank stance/heal, period. Such is why dungeons, in my opinion, ought to have a tier system. Leveling should always be the most inviting while Expert demand more without going to any extremes. Once the next patch launches, those old dungeons are now decidedly easier and the cycle repeats. If this means removing them from the MSQ, go right ahead.