Quote Originally Posted by Jeeqbit View Post
It has a lot of benefits, including for chain productivity. The consistency of 3 bosses mixed with 2 sets of 2 packs of trash before them makes it consistent and smooth and easy for them to plan ahead. It makes it consistent for players, who know what to expect and know how long a dungeon will take. It reduces anxiety of "how much should I pull" that ARR dungeons still create.
To play devils advocate, why even bother having trash mobs then?

Part of the problem with streamlining everything and removing every little hard edge that someone could hurt themselves on is that you get a super boring end product.

If there's no threat to dying to trash and we know it'll always be two pulls before the boss then truly, what is the point?

Additionally, given that all dungeons are largely the same format now (ie: hallway with 2 pulls, boss fight, hallway with 2 pulls boss....) we should at the very least get more dungeons.

I pointed this out in another thread but we got more in a shorter period of time in earlier expansions when the game had less resources/income vs now. The influx of players, which should result in more revenue and should result in more content for the game has simply not happened.

It's one of my biggest frustration points as a long term player.

Why does the field exploration content take so long to implement (when its the only grindy aspect left for current content outside of tomes/savage drops), why do we only get one dungeon per patch (is it even one per patch now? is it every other? I forget...), why isn't there more smaller scale events put into the game so these long droughts for the main content doesn't feel so long? Why are holidays so quick and boring now when they used to have more substance?

Honestly this all comes back to them being lazy and getting comfortable with the status quo for how they do things.

They really felt like they gave a damn back when they were trying to revive the game from its death in 1.0 but now it seems they are just happy to let things continue as is, player satisfaction be damned.

Oh and lastly .. . they put a TON of effort and resources into dumbing down all the old content to make it soloable with NPCs; why not have that be the way for people scared of tanking/healing content to clear it without having to have anxiety and make full party player dungeons (and other content) more challenging?

Not saying I have all the answers but yeah the games boring and stale and the DT story didn't do that fact any favors.