Originally Posted by
therealbowser
On topic, I am not currently playing -- coincidentally because of my disdain for these leveling changes -- but the primary issues are not 'how hard' it is, but rather how 'tedious' it is, how 'efficient' it is, and whether or not players are still running them.
There are a lot of people that do not enjoy questing exclusively; I'm among those people. I like to mix dungeons into my leveling experience to make it less repetitive. Or sometimes I'm just in the mood to do group content because I'm bored of soloing; same deal.
If dungeons are no longer a viable way to level, that's bad. Period. There isn't anything redeeming about this. They need to provide similar experience to questing, and a significantly superior experience if you include doing a dungeon's first batch of quests. If it fails to do this -- especially the latter -- people are going to stop running dungeons.
If dungeons require more time to get through, that's a-okay with me. I just ask that mob experience be increased in relation to how much longer it takes to defeat them. I don't feel that this is unreasonable.
If dungeons are genuinely harder, that's a harder question to answer. See, if it's too hard we end up with a Cataclysm problem; people get burned out and quit the game. If it's too easy, then the dungeons are a faceroll and all mechanics are ignored -- technically not a bad thing, but it's boring and trivializes, well... everything. You need a balance. Hard enough to not require special mechanics (IE if you miss an interrupt you don't have the boss fully heal/wipe the group, likewise crowd control might help but is never required for leveling content). I mean, these aren't mythic+ dungeons... these are leveling dungeons.
Naturally, all of these issues effect how many people are even running them to begin with, and if it's low enough, it impacts everyone, making the situation even worse.
My two copper... everything I am hearing about the leveling changes just makes me more and more disappointed.