Sleep-inducing. Going from 15-50 on DPS is painfully boring. And it isn't just because i'm not level 50, either -- i love leveling up! It's because the dungeons are designed in a way that prevents you from feeling like you're progressing in strength. I am 110% for the preservation of immersion when it comes to lower levels playing with high levels in story dungeons. I'm no fan of what happens to new players in Prae or Castrum. But...it's just so boring.
- The enemies have way too much health in regards to the people fighting against them. Level 50 dungeons with a party of i47s will die faster then any given pre-50 dungeon. There's no reason 2 dragoons and a Paladin fighting one trash mob should have to each throw 3 combo rotations at it before it dies.
- There's nothing worse then getting a brand new, integral ability and then having to reorganize my pallete because it got sync'd off. It makes me fear low-level roulettes.
- Level Sync in general makes queuing as any job a potential nerf until about level 47-49. All your job skills get sync'd off, and being a job not only clips the amount of CCs you can equip, but the classes you can take them from.
- Equipment is also synced off way too early. The only real improvement to appropriate gear is not getting killed. Damage variance in FFXIV makes the difference between a level-appropriate dungeon drop and one 5-ilvls lower nearly unnoticeable.
- Likewise with Materia and Food. No amount of forward progression matters in pre-50 dungeons.
In a nutshell: The trash pulls aren't hard, or dangerous. They don't have any scripted waves (like in guildhests) or mechanic. There is nothing to dodge, nothing to think about. They're just tediously, sheep-countingly long-lived. My brain goes into autopilot, i curse at my screen when i don't get queued with a Thurmaturge/BLM, and I secretly find ways to AFK between pulls to take my mind off the grind. Nearly any type of enemy is better than one with heavy health bars. Send them at me in waves, give them high attack values, difficult to manage enmity tables, throw in some healer/buff units, give them formations, ANYTHING but 1-2-3 Tank n Spank. It's boring for every role, and there's no way around it. The newer dungeons dont suffer this problem so badly, but i've been praying for some of the old dungeons to get some tweaks to their playstyle.
Most painfully, I've been playing through the 1-time completion guildhests, and those quests prep you for situations that never happen. I never have to dodge AoEs during dungeon pulls. There has never been a healer-type enemy in a dungeon pull. ALL of the mobs are i220 Warriors with infinite CDs.