I’m going to try to keep this as clear as possible, and I’m talking chiefly about leveling in LFD, not your “keys.” This is addressed to the devs, not at the players, though I imagine the players will have opinions.
Other MMOs get a bit of grief for having tunnel-like dungeons, and there’s room to not go that far, but for the love of god, please stop with these dungeons with a gzillion different potential routes, that new players understandably won’t know, that in some cases (looking at you, Brackenhide) make running back from death way more complicated than it should be.
I have been “Back” from a 2-year hiatus since november, and I just had a brackenhide run where I legit had never seen the route we’d taken before, and if I had died, I was just going to drop group. There were so many sneaky skips and twists I’d never seen before and thankfully I didn’t die, but like, we had a near wipe and me and another DPS stayed put while the tank went back to fetch the runbacks: an uncommon degree of kindness, which was, well… uncommon.
Intuitiveness is so key. Any run can be a first run, and the “communal agreement to land on the heights of Nokhudan hold” is NOT universally known, and when you have a group divided on this front, it’s done. Just drop group. It’s over, and that’s ridiculous.
Please observe that most of the community will not be happy welcoming hugs and smiles a year and a half into an expansion.
Now, a rebuttal to my own point: Follower dungeons. I love them, they don’t have this problem, but honestly, they’re not enough of a disclaimer to build your dungeons like this. If you don’t think so, and believe follower dungeons cover your behinds on this, fine, I can’t argue that, but I think it’s an unfortunate defense. Follower dungeons do solve “don’t be knew on other players’ time” (that’s gross to say but you can’t say it’s not a rule in this community, unfortunately) on the axis of class knowledge, but it can’t and won’t cover the axis of “route knowledge.” “Look it up on youtube” is not a defense. Dungeon design that leaves routes intuitive and reasonable is the solution, or accepting that new or expansion-late players should stick to follower dungeons which is… less cool.
So yeah, realize who your audience is, I beg of you. They’re typically not welcoming of new or returning players on this axis. They will expect new players to know the “communally understood” route, and they won’t, and the experience will suck.
Thank you for reading.