For a lot of folks, the mid-level grind is where things are make-or-break. You've already put in the time to get invested in your character, but you're still not at a point where you can afford to just 'exist'.
There's already a barrier to organizing dungeons:
1. Finding a group.
2. Coordinating times.
3. Travel.
If, after all that, you get to the dungeon and find nothing spawned, what happens?
People log out. People get frustrated. And crucially, they stop planning group outings because there's no guarantee they'll be worth the effort.
That's group play dying in slow motion.
Even if the intent was never for dungeons to be permanently high-spawn, players have spent considerable time coming to expect them to function in a predictable and rewarding way. If they start feeling unreliable, it creates this weird psychological effect where people just assume "this dungeon is broken" and stop engaging with it.
If the perception is that dungeons are unreliable, people stop running them.
If people stop running them, group play diminishes.
If group play diminishes, mid-level players start logging in less.
I understand that dungeons were never meant to be permanently at high spawn. But the reality is that the current tuning may have overcorrected. What used to be a reliable part of gameplay is now a gamble, and gambling with people’s limited playtime is a dangerous game to play.
The real question is:
Is the new system making dungeons more engaging?
Or is it creating more frustration than it’s worth?
Because if people log in, can’t find something to do, and log out… well, that's how servers start to bleed players. And from what I'm hearing, some folks are already considering their options elsewhere.