I want to ask a very important question to all oppose, what would Dungeons lose if they added a few more mechanics and variables?
I’m gonna assume everyone here has cleared 80 content so I don’t understand this stubbornness of progression and so far all the arguments aren’t very well told.
“It’s not supposed to be hard” it’s not, but it is supposed to be fun, and unless your the healer it rarely feels engaging
“It’s MSQ progression nothing more” I think your describing solo instances but ok
“It would make Roulettes longer than they need to be” Reality check! Good content isn’t supposed to be rushed. As someone stated before, the best thing about content isn’t supposed to be finishing it. Also if tomes are that vital (which in all seriousness, it isn’t as MSQ gives you ilvl gear anyways so unless you plan on raiding you shouldn’t care?) you have about 7 other roulettes to do.
“Nothing is fun when doing it 50 times in a row” Agree to disagree, then stop doing it 50 times? As I said I’ve never done expert roulette because it’s boring but always cap out from trials and raid trials anyways.
“I don’t want to try” please tell me the devs are catering to this coffee stain of a demographic? I’m sure their are plenty of automated MMOs on iOS devices, try those if you don’t wanna do basic inputs. Also theirs always trusts
“I don’t play the game for the MMO, but for the narrative and don’t like cooperation”
Fair enough but again trusts, and also maybe try other games as I don’t think it’s healthy to force a multiplayer genre into catering solo players.
“Go play EX/Savage if you want difficulty”
No, hyperbole aside we don’t want 4 man savage as I’m sure it’ll be hard on the healer. And last I checked those are platform fights, dungeons you explore and have more environmental aspects which are absent in raids, and apparently dungeons too.
Your comments are valid but I just don’t see this argument as one sided. It’s not gonna kill you or the game to add a few touches to the content.