
Originally Posted by
Claymore65
Here's the problem: How do we define "relevant content"? For some players, crafting improvements is relevant, while for others its raids. For some, PVP might be most important, while for others glamour is beyond critical. The reason the Devs focus on "looking at numbers" is to gauge what the community is most interested in, and focus their development time toward that. For every person interested in a new raid, there are just as many people craving more different content. The push for content like Diadem, Palace of the Dead, and more Open World content comes from the desire for more differing types of content. SE doesn't want to focus entirely on Raids.
Is that to say raids aren't in need of improvement? Of course not. However, SE wants to make sure development time goes to content that can be enjoyed by a wide variety of players, and, sadly, "hardcore" raids aren't that. I agree the passageways that the raids and dungeons use are boring. I would love to see more winding, branching pathways and the like...although many prefer the fast, streamlined nature instead. It makes speedrunning faster, which is why you'll notice later dungeons don't feature optional rooms for the most part. Even simple puzzles have been all but removed from dungeons, since players would (seemingly) rather skip them anyway. I can only assume that's why the current Raid Tiers work this way. They want them to be easily repeatable, so they minimize the number of trash packs. I agree that I would like to see that changed, though I can also understand why they'd rather keep them on the shorter end.