Aetherpath, for context, has been poorly received by the community on the whole because of time-gating and puzzles that rely minimally on combat expertise and just drag things out.
I don’t think so. It might be a reason for more experienced dungeonrunners but most PUGs will be scared away because it’s too difficult. I like aether, since it’s one of the few dungeons which needs some kind of talking and coordinating players.
But some groups will fail at the oozes or will have a hard time at the clockheart, for example. Many/Most players in the dungeon forums are not the average player. Look at their guilds, names, knowledge. The speedrunning fraction might be the “top 1000 dungeon players”.
To get a better impression of different kind of players I recommend to PUG a lot.
It’s an advantage to know each side.
In my opinion there are at least two different kind of players: good player searching for a challenge – and players looking for fun/success/teamcontent.
GW2 offers not much teamcontent (only dungeons), so you will find those different playergroups in dungeons. I think it was a questionable decision to implement only dungeons as groupcontent – which results in players looking for some easy teamcontent entering dungeons and players looking for a challange. Try to balance it for both groups…
Imho you can see this conflict in others topics too. Have a look at those anti-zerk or trinity threads: they exist since release. Haven’t read them here, but in other forums I read players saying they want to play as a team and not “5 people solo”: play together, work as a team – not playing “standing near each other and thats it”.
Better groups will have some kind of trinity (might stacking, stealth – roles). PUGs with five warriors might have a smooth run but they experience GW2 in a different way (autoattack + 100b only should work in most dungeons).
A player starting with zerk-gear has to learn a lot, will die a lot – and he might get scared away from dungeons because of that.
If you scare away too many players (too difficult content – aether) there will be less dungeonplayers. Less active dungeons might result in Anet paying less attention to dungeons and focussing on SW-like content.
So it might be a good idea to think about content which offers challenging bosses – which can be easily but slowly defeated if you (for example) range them (SE3 – car).
“Elite Players” (like most here) can tell you a lot about challenging stuff, bugs, how to improve stuff – but keep in mind that there a lots of average skilled, bad or inexperienced players.
A long time ago I suggested to bring back GW1 style missions and teamskills. They don’t need to change anything at the current “highend-meta-gameplay”. Maybe a skill which adds strenght related to vita/toughness can improve the dmg of a low-dps group – but it won’t have an impact on zerker groups since they don’t have that much vita/toughness. Zerk should stay on the dps top – but skills like that can close the dps gap a bit. PS-War is a nice teamsupport, hammerguard can offer a lot of defense/stabilize a team: sharpen those teamsupport roles can help bad groups to have a more satisfying dungeon experience.
tl;dr: there are not only good players. Keep an eye on average or bad players and try to understand their point. I think it’s possible to bring both sides together, instead of playing them off against each other.