Quote Originally Posted by KizuyaKatogami View Post
I mean, besides the fact that Yoshi P himself stated that the dungeons have been streamlined? Let’s compare jobs from HW to SB to ShB and now to EW. You can see the gradual downward trend of them being streamlined and simplified. Then look at the loss of a number of dungeons, and yoshi p going on record saying he wanted dungeons to be streamlined in EW. Now we get to EW and we have constant forced single pulls in nearly if not every single dungeon. It’s not hard to see it’s gotten streamlined over the years and especially in EW. I mean we can even just look at healers, where they lost all multiple dots and dps spells.
I get it now, and I agree with you. That having been said, I think SE was just going with the flow on this one. Players prefer streamlined dungeons. That's why the meta is to pull wall to wall. While I prefer exploratory instances, no one runs them that way. When was the last time you saw a tank clearing all the rooms in Satasha? I honestly queued unsynced for that dungeon just so I could see what it had to offer besides the straight path that everyone takes. While I don't like the current dungeon design, I understand it. Players want wall to wall pulls, and SE delivered with halls and walls. At this rate, they'll eventually do away with dungeons and turn everything into a trial because that's effectively how players want to run dungeons now: Pull all the packs to the wall and take them down in seconds before unlocking the boss fight, where all the time is being spent.



Quote Originally Posted by KizuyaKatogami View Post
I mean this can go both ways. I could ask where is the simplification and streamlining going to end? The fact is it hasnt, its gotten worse and worse each expansion, and somehow this is okay.
Yeah, I think that's a completely separate issue from the streamlining that you pointed out. Streamlining didn't lower the challenge; it just made it easier for players to do wall to wall pulling, which seems to be what the overwhelming majority of high level players prefer. One thing I like about the leveling roulette is that I periodically queue into low level instances where the tanks have not yet been trained to run through the dungeon at breakneck speed without ever stopping unless they're forced to do so. I don't think those runs are any more challenging than the later streamlined instances.