Reducing the amount of "Dumbing Down" of Dungeons due to Duty Support

This one is one of my biggest complaints right now to be honest. I understand that, when doing MMO's and such, you do have to have a workflow for things, but with how the duty support is being implemented at this time I feel like its more of a detriment for the long term health of the game.

My 3 big examples of bad changes:

1.Dzemael Darkhold: The removal of the kiting mechanic from the All-seeing Eye Ahriman Boss.

While I do appreciate the removal of the timers, how the 1st boss was changed is kindof a travesty. You can't tell me that duty support couldn't handle the crystal light mechanic with the boss if it was a bit more scripted. It's also a level 44 dungeon and at that stage players should know how the basics work so I really don't see the reason for the change.

2. Castrum Meridianum: Removal of the Ceruleum Plant Destruction and Plot Holes.

I think keeping in the Plant Destruction would have been fine and a bit of a change from just taking out gate guards to be fair. Now with Cid, he should have been given at least one thing to do outside of what he has now and that was disable Livia's Mech. Could have simply added an event after you deal with the mobs and Livia appears behind you but Cid comes in clutch and ends up disabling her mech before she has a chance to do anything, then she flees further in the dungeon.

3. The Aurum Vale: Removal of ALMOST ALL of the poison puddles.

I could have understood a reduction of them, I know that 1st room was pretty notorious for getting people killed a lot. But the removal of almost all of them, I felt like was too much in the wrong direction. We gotta have things that we have to watch out for outside of mobs and bosses and dungeons have to start feeling like a place more than a "Set Piece" or "Theme Park Attraction".

The one thing I will say that drew me in to FF14 in the early days, was how the dungeons taught me how to do my job in a way. It was easy at times and more difficult at other times, but without that little bit of friction I had in those dungeons, with those parties, I would not have learned the important things. That's why I think the simplification of the early bits of the game are a problem, its not about nostalgia or anything like that, its about building a foundation for players as they continue their journey.

More Below