It seems that a lot of difficulty in Legion dungeon and raid are due to something arbitrary rather than the challenge itself. And this arbitrary thing is, Camera distance and angle. It seems no surprised that with Legion, Blizzard brought about the max camera distance nerf. I am by no mean saying, these challenges and artificial difficulty are hard. Some of them are quite easy actually. What I would like to discuss is rather the direction that Blizzard heading in terms of dungeon/raid difficulty design.
Artificial Difficulty?
Ever played those platform games where you have to jump from one ledge to another ledge. While the jumping itself is a minor challenge, the game designer made it hard by putting something to block your view. Or the camera angle is designed in a way its difficult to gauge the distance. Thus the result is you falling over and over and over not because you don't know how to jump, but because of something rather stupid.
In WoW?
I can give many example in Legion where difficulty arrive from camera angle issues. Sometime the challenge and consequences are minor. Then there are those moment where if you fail, your group will wipe which I think is a bad game design. I would like to emphasize again that I am by no mean complaining these are hard. I am encouraging discussion in terms of game design.
HoV Hymdall
The drakes. The challenge itself is easy. Identify where the drakes are coming from and avoid the area. The difficulty comes when you are trying to rotate your camera angle and see where the drakes are coming from. While veteran raiders are comfortable with this aspect of WoW, most casual and mid-tier players are not. They have always been used to playing with the camera angle facing the boss. Another minor artificial challenge is where the AOE attack by drakes, due to the lightning animation, are slightly hard to gauge. You could be standing at the border where you think you're safe, but it just one shot you. It can get frustrating when the best way to avoid said AOE is to jump back into the area that have just been carpet-bombed by the drake.
HoV Odyn
Not as punishing as Hymdal. At most you get stunned by orbs hitting you in the back.
MoS Helya
Worst offender. While you could give Blizzard the benefit of doubt with other examples, Helya is the definite proof that camera-angle induced difficulty is what Blizz is going for. Her breath attack in both phases requires you to look at her ugly face to see where she is spitting. Can catch any non-alert players by surprise when your back facing her to attack any destructor tentacle that spawned at the back.
NL Ulaarog
No as bad since you have 5 players. But it doesn't hide the fact that the best way to play the barrel game is to get a good camera angle.
VotW Coordana
Creeping Doom. You need to turn your camera angle at certain point to determine where the new wave of creeping doom and the gap is. It is hilarious how a max camera distance would made this very trivial.
ToS
The worst offender is the entire Tomb of Sageras itself and the soaking mechanics.
Many of Tomb Bosses that requires soaking mechanic are also (surprised, surprised) fought inside very large spacious room. While mechanic itself is simple enough, failing to do so wipe the raid. This bring alot of frustration when the difficulty lies not in the soaking but rather the large spacious room (KJ, Avatar, Goroth, etc). When the soaking mechanic triggers, due to the large room you have to swing your camera angle 360 degree to see where are all the soaking location. Something that could be made trivial with max camera distance.
Not only that, Blizzard also likes to trolls the players by making said soaking mechanic's animation the same as other spells. Goroth cast green circles on the floor for some of his spell. Bursting dreadflame looks a lot like Armageddon which leads to people leaving the soak prematurely.
Challenges like these are not hard. BUT they are made hard due to camera angle and misleading animation. It doesn't help that blizzard punish the hell out of the raiders should they fail these "easy" mechanic.
There could be more example but I'm sure you guys get my point.
How do you guys feel about dungeon difficulties that are presented in such a manner? I understand most raiders are comfortable with rotating their camera angle, while still executing perfection dps rotation on the boss. Perhaps these challenges might sneak past you unnoticed. However for the vast majority of causal player base, it is not. Players generally don't like to disorientate themselves in RPG (this is not FPS). Rotating camera angle that often is something that we don't do that often before Legion. Or at least if you don't, you wont get punished as hard compared to Legion.