Quote Originally Posted by Vrankyl View Post
It does end though, there needs to be balance. Anything that makes the DPS feel good for blowing through is going to reduce the stress on the tanks or healers, by increasing that difficulty you are going to make it feel like the DPS aren't doing anything. There's only so much you can do with trash mobs. The final boss of Baelsar's Wall is a good show of mechanics that need to be done and can't be ignored, and we have had those too in ShB. All the final bosses of ShB dungeons have mechanics you have to watch for and do to ensure success or you /will/ wipe. Lunar Bahamut is on par with that boss. The main issue here, which I already admitted, is that these dungeons tend to be balanced around an ilvl that is lower than what most already have so we go into it over gearing it. If that is fixed than there should be no problem.

As for the add changes you mentioned. Everyone avoided Aurum Vale like the plague during ARR, trying to find a tank willing to do that place was a nightmare. And the Wanderer's Palace Tonberry thing was reduced to a minor annoyance at best by someone discovering the optimal route and everyone following it. If you didn't follow it, then you were generally kicked. This is the problems with doing stuff that isn't related to bosses. Unless it is done for ALL the dungeons in a similar way it will be avoided or shortened within a week by the player base. At which point... why should the devs bother if it isn't going to do what is being asked for?
I have never once wiped in a SHB dungeon, died yes but you can bounce back with such ease it’s hardly noticeable, I see a lot of praise for Aurum Vale on here so idk what to tell you, I wouldn’t call it universally panned like Westwind. I also don’t buy into the “best optimal route or kicked” argument as I’ve played with plenty of healers and tanks doing minimal pulls, being how easy as it is it was hella boring but never once kicked them despite not doing what is optimal. and most of its hate is all hype anyways, beat it first try, tanking was a learning stretch because I was so used to W2W which isn’t very fun, and is very standard due to how little of a threat mobs do. Also don’t like the defeatist attitude of “why should the devs care?” As the game has tons of arguments for that, why SHOULD the devs care about raids, it’s all gonna be gone on the next patch cycle anyways. Still unconvinced of the stagnate approach for dungeons