Quote Originally Posted by Hitori View Post
Why can't we have leveling content that has SOME level of challenge?
Because the MSQ is a/ the reason for many people to play FFXIV and Square Enix doesn't want to gate the story behind too much difficulty. And since dungeons are part of it, they're mostly tuned in a way that even four bad players are mostly able to clear them. The more good players in a group, the faster the clear.
I don't agree with this sort of philosophy and I don't think it's doing the player community any favors but that is what they've been sticking to so far.

Overall I'd prefer shorter dungeons but with more tactically challenging mob groups where the way when and how you pull which group exactly and cc has an impact.
That means more dmg output overall so you can't pull big, adding non-ccable highly dangerous mobs to many groups which buff/ heal others or channel something really nasty and are priority targets so you don't just aoe everything down, mobs fleeing at low health into the nearest pack so you have to intercept or deal with the consequences of an accidental second pull and adding ccable highly annoying/dangerous mobs (escp. enemy healers etc) that should be cc'ed if possible, otherwise focused down.
So the overall time spent in dungeons wouldn't change that much but it would include more tactical gameplay.

But that's just my preference, I've seen several people state on various occasions that they have no interest in more tactically challenging leveling dungeons. They like to breeze through.