Originally Posted by
mallleable
This might be a hot take, and I say this as someone who can heal, and tank some of the spicier pulls in like Bardam's Mettle or Mt. Gulg, but I feel like wall to wall pulls are not good gameplay. It is a hyper-efficient, but lazy strategy that has lead to stale dungeon design. And it's frustrating because CBU3 knows how to design engaging trash between bosses like in certain alliance raids, in large scale exploration zone raids, and in variant/criterion dungeons. I don't think dungeons should be incredibly difficult, they need to be approachable by everyone, but that is not an excuse for them to provide lazy gameplay. It really feels like dungeons are designed for players who only care about getting easy currency as opposed to those who want an adventure. The customer is always right, I guess...