Quote Originally Posted by Leigaon View Post
I think a lot of it has to come from the way that iLV plays a part in dungeons...
*Slow clap*...

Bang on the money with this post. Well said.

I actually want to highlight a few things that you said so that others didn't miss it.

Quote Originally Posted by Leigaon View Post
...You can ignore mechanics, you don't have to activate cool downs...
This has always been a huge problem in this game for me. At the start of the patch when new content is released, like you were saying - the content starts out fine normally (even at the start of every new release of the 2x 4-man dungeons) people take a lot more damage than they are used to from plowing through the previous 2 dungeons at the end of the patch. This is kind of expected to an extent but it quickly becomes a non-issue and you're back to pulling 100 mobs and AoEing them down.

....Meanwhile, I think there should be a reduction of mobs in places to compensate for the time it will take. Say for snowcloak, there's no need for all those trash until the first gate. They want to punish us for AoE'ing more than so many mobs, yet put us in situations where that's optimal at that point. Give us the trio of guys at a certain point and have one of the bigger ones have an Endgame / Boss like ability..mix that up with everything else, it would hopefully push peole
I wanted to highlight this whole paragraph, mostly because I have had a similar opinion from the very beginning of 2.0... Trash mob's abilities mean absolutely nothing. They are just a red telegraph on the ground that you need to avoid.

I would kill for the increase in difficulty on trash mobs in dungeons and reduce the shear number of mobs. Throw an oldschool Coincounter in there that deals boss-like damage with no telegraphs.. Add in a non-telegraphed Chimera that forces you to pay attention to breaths and voices... Make the trash worth the attention, and people in general would be less face grindy through all of this content.

I understand that 4-man dungeons should be "accessible" as they are just the tome grindy dungeons but it doesn't mean you have to simply throw a whole lot of open world mobs in a dungeon, give them a bit more HP and call it a day. Give us "trash" that is not truly "trash"...

Remember those rock golems in Turn 1 & 3 in coil? They could wreck your party if you didn't tank them properly & if you weren't paying attention. (Sure that was coil... However they are considered "trash".)
That random coin counter in Snowcloak? (he is rather easy and has low HP even with appropriate iLvl)... Add more bosses that create an impact and actually forces people to focus..

Hell, if they are feeling super creative, randomize these "big trash mobs" so you don't always get the same mob..

There are a number of ways they could make the 4-man stuff more interesting over and above the existing formula of "Trash > boss > trash > boss > trash > boss".. This is in my opinion the real reason why people "don't care" in 4-man dungeons.. It's because they don't have to.