Players complained about enemies not being "dangerous" enough, so SE boosted enemy HP and damage considerably. Now it's extremely difficult and fairly unrewarding to do fates if you aren't in a sizable group, and fates quickly scale to those large groups. You'd need at least 16-24 people running fates in a HW zone to make them equal in difficulty to the fates in 2.0 zones. And since its unlikely to find groups like that, no one even bothers with fates anymore.

Combine this with dungeons now giving enormous amounts of xp, to the extent that 3 enemies in Gubal Library are worth more xp than a 7 minute fate in Azys Lla. Of the past 4 classes I've leveled to 60, I've only participated in perhaps 2 or 3 fates in Heavensward zones.

You can't even reasonably farm 3.0 open world mobs for materials, since it takes 3-4 rotations to kill the average mob, and low drop rates can mean that you will kill 5 or 6 enemies before seeing a single item. It's much smarter to just send combat retainers for materials while you run dungeons.

I know I've been playing FFXIV just as much as before, but my gaming habits never send me out into 3.0 zones due to these "dangerous" enemies. The latest 3.1 boost to dungeon XP was the final shot in the head, because they didn't buff the xp rewards from open world content a single bit. Hopefully they'll be smart enough to utilize the open world with relic quest on Tuesday, and not just give players one more reason to queue for dungeons and diadem.