I think that one of the points on the manifesto could also be that old dungeons involve more healing than higher level dungeons and this doesn't make logical sense. In part its due to how the enemies do more or higher damage auto attacks, but also the lack of tank self-heals at those levels. Even a Warrior at level 60 is not quite as overpowered as at 90 (Bloodwhetting is in a massively nerfed version called Raw Intuition, no Shake It Off, Equilibrium doesn't have a regen, Thrill doesn't buff your heals).
Quote Originally Posted by Loggos View Post
I think this is a very good point. I understand that the routine of roulettes has led to people not wanting to spend too much time on them, so a person messing up can easily be irritating if you just want your tomes and be done with it. While it's understandable I still think it's a bit sad because these moments of working together and figuring things out are one of the most enjoyable instances for me. Suddenly you are an actual team, even for just a short time, and not just four silent randos. Overcoming those (small) challenges does feel quite rewarding to me and I'm always happy when the occur.
It's also not too much of a problem for something quick to be challenging. In mentor roulette, I get extreme trials fairly often, and although you may expect them to keep you there hours, they usually don't actually due to poor item level sync or Echo stacks building on wipe. But there are at least a few wipes or some deaths or some learning involved that makes me feel like these sprouts got to FEEL something and they will know what this game can be outside of story content.