Quote Originally Posted by Mawlzy View Post

Take a dungeon like the Grand Cosmos. One boss you have to move seed pods around to avoid adds spawning. The second time you have to account for an arena knock-back. This is not particularly difficult, but it involves group coordination (something the "MMOs mean playing in groups" crowd claim to want). The final boss has that lovely quirk of having to use the furniture to remove the fire debuff. And it's not just presented with the debuff dropping off your bar, the furniture gets incinerated.

Instead, most recent dungeons are simply ramping up speed and overlap of dodge mechanics, and we have been told in no uncertain terms this is going to get worse

It is the fact dungeons are so formulaic that has restricted the only design space devs are willing to use to an increased speed of dodgeball.
you're not understanding what i'm saying and how it relates to the original topic, which is exclusively about the difficulty of the dungeons.

you're saying you want more interesting mechanics. i understand that. but you're not understanding that the devs aren't putting those more unique mechanics in the dungeons because then people come into the forum and complain that it's too difficult. so everything gets simplified to what we have now in normal dungeons, which is a very slow very telegraphed ddr, which you yourself even admitted was easy... yet people still complain it's too hard because it's too fast.

so again, this is what you need to understand. if you want more unique mechanics, you have to accept that the dungeons will be more difficult. let's be real, half the healers in duty finder don't even know you can esuna debuffs with a blue bar above them. half the tanks are too scared to pull more than a single pack at max level. half the dps players don't even use their damage buffs. how do you realistically expect things to go if the devs give in and add dungeons with unusual mechanics? read this thread. people don't even like dungeons at the low difficulty they are now. you cannot have a dungeon be both very interesting and very simple. it simply does not work that way. people can't read slow ddr mechanics, but you expect them to be coordinated enough for a group mechanic? half the time in df people try to drop aoes on me because they don't understand basic spreads. if the grand cosmos had come out this patch, people would have been on the forums complaining about the mechanics being hard to read, especially on the first boss with the brooms.

and there is a dual track difficulty already. you have duty finder, or you have trusts.