Quote Originally Posted by rxantos View Post
The boring part comes from the dungeons being just one path with no surprises, at all. Not by not having enough mobs. There is no thinking involved. Fun in a game is measured by decisions per second. The less decisions you have to make, the less fun a game is. Going in auto pilot is not fun. Neither is dying (as the decision to stop is being made for you).

The whole wall to wall is not about being fun (as you are being mechanical when doing it). Is about taking less time when you can pull it off at the expense of more time wasted, more blame and more drama when you can't.

Please the steamrollers only doing it for the tomes, and you get linear, and incredibly boring dungeons. Please the newcomers and you get interesting dungeons that become a chore after the first few runs.
This is not true. Doing big massive pulls and nuking them down with big blaps and aoe kapows is fun af. Learning how to play the game well and doing things in a pacey way is fun. The classes are designed around this.

You're not going to get around that. A lot of people enjoy playing their job and doing so effectively. A lot of people like playing the actual game, and despite efforts to characterize faffing about as 'playing the game' the truth is, the people who are burning stuff down fast ARE actively playing the game and doing so more actively than the one who is not. They're making more 'decisions per second.'

And the existence of multiple walls that stop pulls shows they're NOT catering to W2W players. If they were, there'd be no walls at all, it'd be a mad rush to the boss room, no heals, no one doing anything, then the tank dies, and the healer raises the tank. Trash is is a palette cleanser, but it very easily overstays its welcome, and the faster you can kill trash, the less it overstays its welcome. People want to crush bosses in dungeons, so they're the star of the show.