Quote Originally Posted by Absurdity View Post
I care about those dungeons, not because they're super interesting to play through nowadays but because of what they represent.
Experimenting with mechanics and dungeon layouts, variety, a time when they were actually trying to make unique dungeons.
Unfortunately, the devs are showing that this kind of game is not what they are willing to do any more. Instead, we get trash removed from raid instances, and trial fights pushed onto us at every corner. In typical CS3 fashion, things that don't work perfectly are not iterated, and then slowly removed from the game.


And I don't feel like applauding their "streamlining" when all it does is remove every single interesting mechanic from the old game to replace it with the same stale "dodge line AoEs, dodge dynamo, dodge chariot, dodge half-room cleave, dodge in clock positions".
Because that is all dungeons have been since the introduction of Trusts and their incredibly limited capabilities.
Not to mention that there seems to be an increasing amount of people that are just not good at these kinds of challenges, as indicated by some forum posts. Instead of providing a variance of different challenges in a fight, everything is condensed down to full rote memorization for AoE's, to the point that things like the add phase of M6S are an obvious outlier that has caused some players to be caught off guard, since that cannot be fully pre planned.

Its moments like these were i look fondly at Hullbreaker Isle NM, which had interesting things going on with trash and bosses all around. in general, so many ARR dungeons may not have been perfect, but they are a showcase of what the game was and also could have become.