Yes DT clearly has an issue with writing, I agree, but part of the issue is they are loading all the world building into the MSQ instead of letting it occur through gameplay. How many cutscenes did we have where random cultural things were discussed ad nauseam. These could have been side quest, optional story beats. Let me give you an example in the Vanu area, If you didn't have 500 go talk to wuk, now go talk to wuk somemore. Instead you have the entrance cutscene narrated by Erenville, Wuk introduces you to new tribe, then you don't speak to wuk again until you've gain 2 new levels from doing dungeons/fates/side content, it's just the her on the float cutscene, then do some more side quest dungeons fates, then the her being kidnapped sequence, then next area. Not going back to town to do 50 more cutscenes with Wuk.
The MSQ should be part of the game, not the WHOLE game. We have these beautiful zones, but the player never really spends any meaningful time in them. Run to objective wait for 4-5 cutscenes next objective 4-5 cutscenes, do dungeon, next zone.
Before anyone jumps down my throat, that was just a quick example, I'm sure people could come up with much better and more imaginative ways to do it, the point being is that GAMEPLAY should be the focus of the game. The MSQ should be a part of the game the same as side quests, fates, dungeons, leves.
The writing in DT is bad without doubt, EW was written better but still faced alot of complaints and criticism, because the underlying issue is there's been a massive reduction in focus of gameplay in favour of longer MSQ's. This means you have to hit a homerun every single time with 90% of the audience or your entire expac is bad. This is an almost impossible to meet feat, if they had more balance between gameplay and MSQ, the gameplay can carry the MSQ when it's not hitting home and vice versa.