We played the same dungeon, and you missed the point entirely. My complaint is that the design philosophy for the new content is that exactly - not that I'm expecting things to be done perfectly at first anyway. This "learn by error and perform by rote" type of design just feels bad most of the time when it has to result in gotcha mechanics, or throwing so much on screen at once to overwhelm and then giving you an increasingly smaller window to react as time has gone on. Obviously once you get it, you get it and for the most part, you don't ever have trouble again but I'm just finding that loop quite tiresome by this point.
If all the difficulty is focused around movement and positioning, I find that it actively takes away from the primary goal of actually doing damage - and admittedly, there's an added layer of difficulty there of trying to make it work anyway. I think personally I'd like to see more mechanics geared towards DPS checks and heal checks; random aggro swaps to keep the tank on their toes; more unique boss arenas with enviromental hazards etc. I just don't feel like this whole "stand in the correct place" resolution for 90% of mechanics is fit for purpose anymore.
I guess I did, but that's my fault for phrasing. Generally, I'm moaning about the *type* of mechanics we're getting, rather than the difficulty of them. Like I said previously, I don't mind extra difficulty and I don't expect to do things perfectly first time, but I am getting tired of this type of 'fast-react to AOEs and stand in the correct spot' type of mechanics.
I spent 40 minutes in Strayborough yesterday, wiping again and again on the first boss before someone took the lock-out and left. I didn't play perfectly, I won't lie but the healer just couldn't react to the mechanics in time. They eventually apologised and bailed, so the rest of us disbanded and called it a day. Maybe it's just early days, but people really are struggling with a lot of this stuff just now.