Difficulty is not the same as Annoying.
There is a reason why this genre is dying, it literally value anything that would be considered terrible for any other genre... "Difficulty" is now "Annoying mechanics", and "Dedication" is now "Spending Time".

The difficulty of the dungeons is all wrong, as in, they are literally the same experience from level 15 up to level 70 and i dare say, up to level 80. The complexity of the dungeons doesn't increase, the requirements of skill from the players doesn't increase. All that increases are arbitrary stats, gameplay experience wise, there is no diference between any of the dungeons at all.

Sometimes they "try" to implement good ideas, but do it in lazy and "superficial" ways, like the falling boulders on the burn at the beginig, instead of forcing players to fight on such an interesting challenging enviroment, something apropiate challenge wise for a level 70 dungeon, nah, is just there, sprint and you are safe at the other end. Sohr Kai last boss arena was an amazing idea, but the platforms were too many, players never really risking running out of them or caring too much for positioning. Dungeons at levels 60, 70, should requiere player skills.

And let alone the dungeon design itself. Every dungeon is just: Corridor, circular room, corridor, circular room, corridor, circular room. Maybe square room appears. A few have something else instead of corridors, like amdapor keep hard, that last "cross" of demon walls. We need more of that. A bit higher on the DPS check. Seriously, if players cannot handle such content after 70 levels worth of dungeons and the whole massive tutorial that is levels 1 thought 50, then they just don't haven't earned the right to participate of such content and thus, they have to improve. What a revolutionary idea, players having to learn the game they play in order to perform and reach to new levels - Is almost as if im suggesting Final Fantasy XIV should work like a... Videogame.