Quote Originally Posted by Kaiser-Ace View Post
[...] most people that are looking for higher difficulty aren't going to run old dungeons anyway.
That is, unless the developers make the enriched "old" dungeons worth running further down the line. However, having said that, I (for one) think that more randomness (in the trash distribution, possible links, and location of chests--to mention just three elements) should be a fundamental aspect of every dungeon from the onset. We all, casual or not, have to run and re-run dungeons for our dailies, so why not add a limited amount of unexpected challenge?

And before someone mentions the developer's (and the marketing department) bend towards casual content, allow me to say two things: a) that such randomness could be graded in sync with the level of reward, and b) that nothing stops them from building the structures that generate it as a basic element of the design, and simply offer an option to remove it, making it revert to the very lowest level of rewards, when such option is applied.

Ah, and on re-reading my reply to Zhexos, I realize that Kaiser-ace's comment is well placed. I did make it sound as though I was chastising Zhexos for doing his job, which is to convey the payer base's opinions to the developers. It wasn't my intention, and for that I apologize to him.