Quote Originally Posted by Dracian View Post
A couple of things happened that led to what you are referring to. The first is that class rotations become longer and more complex with each subsequent expansion. But, in order to minimize the amount of buttons we have to manage on our hotbars, stuff got cut, and most of that was crowd control and situational abilities (such as Quelling Strikes). What was left was basically spread across entire roles, so that you didn't have to try and hunt for a specific job to do something. That's the overarching problem. They can't give us anything more complex than wall-to-wall trash pulls, because we don't have the tools to manage those.
That's not remotely the full story, though.

We have more than enough buttons to have many times more depth than we currently provide. Our bars are simply notoriously inefficient. The single decision to "do single-target GCD damage" on Dragoon, for instance, has seven buttons allotted to it.

For the devs to create such inefficient design, and all the while retain bloat that does nothing but devalue mechanics already made¹, makes it incredibly disingenuous to for them to then say that "there is room left to allow for dungeons to be anything but the same old pull all, AoE spam, pull all, AoE spam, boss, repeat."

¹ This includes such skill as Lucid Dreaming, which mostly turns MP from something to actually manage into UI bloat appended to a one-minute CD, or Arm's Length, which merely removes the effects of most meaningful knockback mechanics, effectively wasting that part of fight design or converting it from pre-positioning into yet another button press.

Quote Originally Posted by Dracian View Post
The second was that the game really wanted to streamline the dungeon experience to be no more than around a 15 minute chunk of content.
The game is not sentient. So what community or part thereof are we talking about? How did the developers come to know that the majority of players wanted dungeons to be nearly as defined by their time spent sprinting along a hallway as actually fighting? And if not, why is it their decision being sold as such?

Moreover, why did it need to be a ubiquitous change, instead of dungeons simply offering a wider range of rewards proportionate to their likely clear times, and the roulettes bonuses themselves de-emphasized to allow for more choice in consecutive play length (and more choice in when players can spend their hours free time per week to pursue weekly-capped goals)?