while we're talking about difficulty, can we please make any of the pre-DT dungeons at all challenging, even a little bit? As an immediate offhand example, I really do miss when the mechanics of the bosses in Gubal Library actually mattered at all. I wasn't a fan of early ARR dungeons becoming steamroll-fests, but this problem has reached as far as Endwalker now. Are we doomed to a game where every single dungeon is irrelevant if it isn't 'current' content, or if it takes any time at all it's due to forced chokepoints like the final mob segment of Holminster Switch?

Can we get back dungeons that are not hallways that follow a lock-step pattern? I miss old Tam-tara for having options /at all/. I miss dungeons ever having any kind of challenge or variety whatsoever. All that's gone, AND bosses run to the center on top of all of it, too, invalidating the very concept of tank positioning being a factor at all?

It's extremely sad that there are people wailing and gnashing their teeth at the concept of the game getting any 'harder' at all when it's the tiniest flimsiest step towards the still-too-easiness of Shadowbringers. I would like more dungeons with floor effects, environmental hazards, any kind of mechanic at all, branching paths, variety in approach methods. Antitower could have let you pick which path you did first and even if you still did all of them anyway, it would be SOMETHING. This has been sorely missing and an increasingly pervasive problem since /Sohm Al Hard/ back in HW.