While I agree some nerfs should never have gone live, they are -as you say- not the only problem. Yes, the content is a huge factor. CWs/GWFs are all you need, if you want to speed run. Now, and here comes the other part of the problem, if the playerbase wouldn't be so eager for rewards and actually tried to enjoy a dungeon for the actual amount of time it's meant to take, there would be a lot less issues with HR and TR. That, to me, is the real problem.
People don't want to do dungeons. People want the rewards with as little work as possible, preferably at the expense of other people's chances to improve themselves (greed runs anyone?). If that's how you want to play, CWs and GWFs are more than enough to do whatever you want.
The proof of the statement above is the /legit group. TRs and HRs still get parties there. Not because they are useless and need carrying, but because nobody cares if they finish the dungeon in 10 or 30 minutes. GFs. HRs, TRs and DCs are just as welcome as CWs. It's the run that's enjoyable. The chance for a reward is the reason to enter.
I second this^. Id like to play the dungeons, no matter how long they take, and get my potential reward at the end. But the chance of the chest failing at the end ends up too high for most, so they start speed running in the hopes that more runs=better drop chance. Ive hated going through Frozen Heart so many times, for a t1 necklace! Especially with a team that needed to be carried/first time run through. Im all for teaching somebody what to do, but man after slogging through a t2 dungeon, just for t1 junk hurts to the feels! They need to help diversify the queue system AND the dungeon makeup. Getting tired of wanting to do specific dungeons on my other characters, but ending up running my CW, or DC, cuz that's all people are looking for nowadays(and barely on the DC end).
I hear "learn to play" all the time, but it seems to me that it should be defined as "my class is balanced, except when others beat it, then THAT class is OP"...
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I second this^. Id like to play the dungeons, no matter how long they take, and get my potential reward at the end. But the chance of the chest failing at the end ends up too high for most, so they start speed running in the hopes that more runs=better drop chance. Ive hated going through Frozen Heart so many times, for a t1 necklace! Especially with a team that needed to be carried/first time run through. Im all for teaching somebody what to do, but man after slogging through a t2 dungeon, just for t1 junk hurts to the feels! They need to help diversify the queue system AND the dungeon makeup. Getting tired of wanting to do specific dungeons on my other characters, but ending up running my CW, or DC, cuz that's all people are looking for nowadays(and barely on the DC end).