Quote Originally Posted by KDChronos View Post
As a relative new player (started playing in january), I just started ShB content, and i think one of the mayor problems is that, maybe since HW, all the dungeons are pretty straight, you only need to know bosses' mechanics, but not about the dungeon itself, like in Hakkune Manore, or The Tam-Tara Deepcroft, were you need to do little things in order to be able to advance, or do a little backtracking, most new are just advancing, and defeating enemies, with no interaction.
Is it really, though?
Players will always try to find the path of least resistance. This is especially true for Tam-Tara (since you also mentioned this). "What about that alternative corridor? Nah, nothing's special in it, let's just push through."

There is no incentive in traversing through the alternative & optional paths in ARR dungeons besides maps completion achievement and for some of them, GC hunting log. Another example is Sunken Temple of Qarn. I've been seeing more and more players who don't even bother trying to do the puzzles correctly before the last boss, because it's simply faster to skip those two face statues we encounter and power through the ambush trap. Extra rooms? What's that?

Heck, even Sastasha gets similar treatment, first timer or not. "Map achievement? What's that?"
Some players don't bother trying to complete all those optional chambers after the 2nd boss. In my opinion, devs moving away from designing such dungeon is a good move to avoid wasting resources from creating a potentially obsolete content. They are good on paper, but in real practice: this is what we get.