Quote Originally Posted by Deceptus View Post
HyoMin pretty much said most of it but I what I think is the developers have gotten lazy and content in what they know works. This is because the times they have tried to innovate, it hasn't been well received.
Is this really the case, though? It's plain enough when something isn't well received by the majority of players, but, most of those widely criticized contents have not been particularly innovative. Diadem 1.0 fit squarely on the back of hunts, and carried little gameplay difference from N. Thanalan zerg parties. Diadem 2.0 merely further embraced its likeness to FATE grinds, innovating only in its Emergency Missions. Eureka doubled down almost only on components already complained of in Diadem; as those same mechanics were already tried and criticized in Diadem, they cannot suddenly be considered unique or innovative. Pagos then doubled down on the complaints of Eureka. Palace of the Dead was bare-bone. Heavens-on-High was mostly a palette-swapped Palace of the Dead. Aquapolis and Canals likewise provide more or less just more of the same.

Honestly, Lord of Vermillion and perhaps Raven Wings (though still following the same PvE > PvP even in PvP content principle as the most recent, and widely complained of, Frontlines maps) are the only content pieces that we've any evidence of them giving up on due to failure, rather than proceeding exactly without change.