Quote Originally Posted by Merrigan View Post
I do.

I want dungeon where I have to be a tank. Not a punching ball with a magic button which keep mobs focus on you and... That's it. Let me LOS, do intelligent pull, work on the mobs location so the melee can do their positionnal correctly.

I want dungeon where I have to stress heal because said pull didn't go right.

And I want dungeon where, as a dps, I have to kill something ASAP or it will be a disaster (and give us more utility buttons, please).

A lot of "I, ME, PERSONALLY". I know. But please don't use the "You don't know what you really want" argument.
I started playing around patch 3.2, and I still remember when tanks would priority mark every enemy in every trash pack, and when you didn't just wall-to-wall and facetank in every dungeon. I remember hearing dungeons would be "harder" in ShB and thinking maybe healers and casters would have to utilize sleep on dangerous enemies. Funny foolish me, hehe. Obviously I can't expect the game to not evolve over the years since then, but I still do miss a lot of it. Maybe it's nostalgia from an era where the game was new to me and I'm pining to experience all the things I didn't get to back in that era of the game, but I think I just want them to shake things up again in a way that's deeper than adding instant-kill mechanics on every other mob.

Quote Originally Posted by SeverianLyonesse View Post
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 wish it could be so, but alas. The engrained impatience and reactionary hostility to perceived slights is, itself, a cultural thing, just exasperated by online anonymity. I'd love if the devs started to experiment with dungeon design that required, or at the very least encouraged, some patience and co-operative decision making, and looked the naysayers straight in the eyes and said "If you'd like the experience to tailor more to your desires, please use the trust system."