
Originally Posted by
Kaurhz
Just another thought on this particular topic, I don't think it's low effort, and nor do I necessarily consider it lazy, but they have had a change in philosophy for the longevity and replay-ability of content and the required investment therein. In a sense, they've gone with a more streamlined approach, in that you do the content, you complete it then you have little incentive to actually go back and do it again, bar maybe 5-minute weeklies.
Frankly speaking, no amount of effort will ultimately address this if their underlying philosophy is 'appealing' to those that don't necessarily have a greater deal of time. Greater incentives behind content like Criterion dungeons would have gone a long way. - I don't really want to approach Island Sanctuary wholly yet until it's had more updates - Eureka suffered from this exact same problem in that it was very barebones (and arguably more so than the original Diadem of Heavensward, in fact, I would argue that Diadem was the baseline concept for exploratory content) at least until it came to Pyros where they actually introduced the logos system. I will argue this to the death, Anemos and Pagos were only so widely 'successful' because of the relics, not despite them. It wasn't really until Pyros when we had something 'decent', and then actually solidified in Shadowbringers.
I do wish though, that they would look at ways for incentivizing people to actually continue doing the content in the long term, with potentially more proactive efforts on nerfing as time goes by, so that it doesn't necessarily become unfriendly to play, or catch-up with later on. As it stands, we do have a lot of content, but it's unfortunate because this volume of content doesn't necessarily give a great deal of replay value.