Quote Originally Posted by RinaB View Post
I've also seen a lot of posts saying this xpacs content is easier then ever
It's definitely not easier, at least on a technical level. In ARR, they telegraph dungeons with red circles always (and they are simple attacks) and that is clearly absent in, say, Endwalker dungeons, to where you do have to just be more observant of your surroundings in order to do the mechanics, or try to follow someone else.

They have responded in many cases by making the mechanics faster-paced in dungeons such as The Dead Ends (second boss), Storm's Crown and many of the leveling dungeons.

What primarily makes people think they are easier is that these harder mechanics are better telegraphed than they were in the past (ie. environmental clues instead of status effects), outgearing the mechanics too easily, simpler rotations that make it easier for them to focus on mechanics and repetition ie. however hard they make the latest dungeon, people will become an expert at it from farming it.

wow cataclysm model to take over the game.
Don't worry about that. They slowly ramp up the difficulty of dungeons, in the sense they made the earliest dungeons just running out of red circles and then allow them to get more intense later on after they've taught you what stack markers, tank busters and other indicators are.

And although they ramp it up, they telegraph it in a way that is meant to make it fairly obvious and guessable if you look around. You can often survive at least 1 hit as well.

They aren't really in the business of making it impossibly hard. You can die as much as you want and usually someone can rez you (often even if you're the healer, if someone is on red mage or summoner). They save "impossibly hard" stuff for extreme, savage and ultimate and that's the only content you realistically hear of "there is this thing that always wipes my parties that I can't progress past".