Originally Posted by
Jeeqbit
It's their response to the common rhetoric on the forums that dungeons are "predictable", "braindead", "samey", "a joke", etc.
I think it is also due to what happened with the final alliance raid in Endwalker, which was universally trashed by everyone I saw give feedback on it. It had a lot of mechanics and seemed like a really good raid, but everyone found it "easy" because it had these gigantic arrows saying "stand here!!!" and had extremely long cast times (and you see how they are trying to do the opposite of that now). Since there was no figuring it out required due to these big arrows, a lot of people seemed to find it trivial and weren't happy with it.
As for whether it's good game design, everyone's going to disagree on the matter, but personally I think it's alright for a casual fight to take, say, 3 pulls to figure out and not get any vulns. And I do think that is their belief as well. Although I would have to say CEs went a lot harder with that - people are unlikely to have a flawless run after just 3 encounters with one, but maybe Occult Crescent doesn't need to hold hands as much as MSQ dungeons.