Quote Originally Posted by Kaurhz View Post
There's a balance and in this respect, it is something that can be done, so, so much better.
Perhaps the balance could be shifted a bit, but without making casual players not engage with it.

To put 2 things into perspective, both may equally occur later in the patch cycle, but... Would having a greater level of engagement in Island Sanctuary, for example with sightseeing logs, or explorable ruins with potential treasure and additional rewards -- Would take anything away from peoples' ability to engage more passively with the content?
They could make Island Sanctuary have the things you described, but to what end and is it reasonable for a developer to think that far beyond the base concept art when developing a patch (not a whole game or expansion)? Explorable ruins would overlap with what variant dungeons are doing which would make a developer wonder if the two things should be merged.

Similarly, would attaching gear rewards to the newer 'hard mode' dungeons take anything away from other players' experience?
Which item level? I think that there is a chance they could add the tomestone augment items in 6.3, because there's no reason not to when you can get them from hunts and alliance raids.