
Originally Posted by
Jeeqbit
They do make the new ones faster paced and as I've said, I don't particularly care for or need it to be fast, personally.
I'm not comparing mechanics, but rather how "obvious" mechanics were or were not. My point was that in ARR/HW their design was to not really explain the mechanics, and much more value was placed on YouTube dungeon guides due to this, which became pointless in future expansions both due to how over-telegraphed it was and Duty Support showing you where to go.
One of the main things they have been trying to do in Dawntrail is to return to that. Regardless of how fast or slow it is, if you do it enough, it's a lot less stresful and hits you a lot less due to the increased amount of understanding and knowing the script.
This has been so very clear to me in Occult Crescent and some dungeon fights. At first I've just been baffled about what's going on, and got slapped around by things gathering vuln stacks, but as I've done it more I've figured the mechanics out and can do them flawlessly, because I'm familiar with the timing and I know to expect them. The first boss in Skydeep is so easy to tunnel and then every single bubble mechanic just hits and racks up vulns, until you learn to focus on its mechanics. The last boss of Vanguard catches a lot of people out, but once you learn to read cast names, moving appropriately to front or back is easy and then the entire fight is nothing. Oh, that last boss in the capstone 7.0 dungeon beat me up a number of times at first because I tunneled hard on Viper, but now I can do it flawlessly.
And when someone else can't do it yet, we've still cleared the dungeon. We just pull through it, rez them if we can, or clear anyways.