See, here is the thing for me, I think Eureka CAN be fun. A lot of the response that Anemos had was along the lines of "ehh it was boring but I had a lot of fun hanging out with people." Why not double down on the Social aspect of that instance model instead of on the grind part? make the light at cap something that everyone in the instance can work towards, chaining can be the most effective way but why not rotating light bonus across the entire instance for different mob groups or elemental types? That way players of all level ranges can benefit from a bonus given to the entire area not just 1 small space that people have to fight over like cats over scraps. I know SE didn't like the train because of various complaints one being AFK players just leeching. SO why not add more environmental hazards to the areas where NM spawn? Make it so that even if you can't fight effectively you cant just leave your character alone for hours at a time. Have HYPER powerful Roaming monsters, ones that can't be killed but instead need to be coordinated somewhere away from your party. Or use lures ala MHW to capture or lead them away? Making chains SO damn punishing was a misstep as well. You could have made it the most effective method to gain light but why make it SO DAMN hard to do it casually while enjoying the time talking with friends, there's room for both imo. I think the leveling process shouldn't be so new player unfriendly, If you go in solo you are basically just wasting time and there's no incentive for higher level players to help you with no ilvl sync system in place. Those really are just some thoughts off the top of my head but if Anemos inadvertently turned into a social experience and that was the ONE positive thing people had to say about that area as a whole, why go through soo much to nerf that experience into oblivion and create an area that a vast (not all I know) majority of the playerbase feels so negatively about?