What do people actually want with encounter design? Everyone complains that the only mechanic is "walk to correct spot(s)," and I'm not about to pretend that that's not wearing thin, but back when they tried to do slightly more unique/active things, everyone whined incessantly about uptime and parses. You can't have interesting/active mechanics, tight DPS checks, and full uptime, so what's the solution people are actually looking for?