I have to respectfully disagree with the OP here, as someone who has been playing this game off and on since ARR, as well as other MMORPG's for over 20 years, I find the new Dawntrail dungeon difficulty to be far too punishing. Should dungeon mechanics hurt? Absolutely, but when it feels like there is ZERO time to react to mechanics before you're taking yet another Vuln stack, something isn't right. I stopped raiding Savage because I recognized I could not keep up with the increasing pace of mechanics and I respect that there is a portion of the player base who enjoys that kind of challenge. But for dungeons that are literally part of completing the MSQ, which is the whole reason many of us are playing this game, it should not be so punishing. I have never felt so frustrated with dungeons in this game as I have with the Dawntrail experience. I literally just wasted the last hour in Alexandria, only to force exit the game mid-fight on the second boss because I literally was too angry to continue. (It an NPC party before someone freaks out) I have played these games at a hardcore level before, I am capable of learning mechanics, but the mechanics of these fights happen so quickly, that unless you know what's coming ahead of time, you do NOT have time to react. By the time the telegraph appears on the ground, it's already too late to get to where you need to be. I'm sorry, but that isn't fun for me. I don't want to play Dark Souls or Elden Ring or whatever, and that's not what this game used to be. If the goal is to create more challenging dungeon content for the group that wants it, then by all means create another difficulty level for them, but don't punish the rest of us by making story-required content needlessly frustrating.