Quote Originally Posted by TaleraRistain View Post
You could only do this if you removed dungeons from the MSQ. This game has a large casual playerbase. The optional dungeons can have challenge, but not the MSQ. And I think everyone in this thread is forgetting that one of the Expert dungeons is an MSQ dungeon (Baelsar's Wall). There is nothing that will kill your desire to play more than finding yourself at a brick wall because you can't get through a dungeon. Keeper of the Lake when it first came out nearly made my husband give up on the game entirely. I have slowly been luring him back. All making the MSQ dungeons harder is going to do is drive away a large portion of the playerbase. Then, it will either become a niche game like good old EverQuest, or die.
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.