Quote Originally Posted by Mayhemmer View Post
People don't hate dungeon design, they hate having to account for other players. It's like having to deal with traffic on the road; someone is so conditioned to just find it frustrating, even in a case where it isn't. Even the idea of players having differing goals in a dungeon sends people into "Well everyone will hate it! Nobody wants it!" chant, even if all people want is a breakaway from the [mob pack > wall > mob pack > boss > repeat x2] design that has become so frustratingly formulaic.
This is really the core of the problem. Dungeons, raids, and trials (and job designs) are so formulaic because most players have no patience for inefficiency and failure. This is a problem for all online games but is especially disappointing for MMOs, which at least give off the appearance of being more social and collaborative.

Unless and until the community fosters a culture of caring less about speed clears than it does about simply enjoying the game and growing alongside other players, this is going to remain the design. The low skill threshold is necessary for accessibility (which equates to lower wait times) and consistency (which equates to faster clears). And sorry stupid humans, but I just don't think that many of you are so altruistic.

I don't play pug content, including roulettes, unless I am fine failing and don't mind teaching people things. Not that I think the game will ever change, but if it did: the only solution is for players to take on the burden of creating consistency and clears through community pedagogy, instead of relying on the game's own willingness to remove complexity and challenge inherent to its design.