"You know what? I'm glad." - Drupik, 2016
Endgame content has been getting more and more difficult with each update and for those who are trying to play the game while also maintaining a work/school life and who can't create a full team of the necessary classes - for whatever reasons, may that be ideologic, financial or technical - trying to tackle this content is exhausting and demotivating due to how much time and money needs to be put into succeeding. The current state of the endgame content has such an immense powercreep compared to the near-endgame content that a change is more than due.
Understandably, those who already have a full team and know these dungeons like their own hometown aren't going to be happy about anything that would make the endgame content too easy, as it provides them with an income with the still rare endgame resources and some, if not most of these specific players, actually enjoy the intense difficulty, even, or especially, when winning in an endgame dungeon might mean dying tenfold.
What the players with the full teams need to understand is that the game is in a niche market and after 13-14 years I know of very few people who would recommend Dofus to their friends, let alone new people actually sticking to it for more than a couple days to a week. Its complexity and time consuming nature is what scares a lot of new players and veterans mostly stick to the game because of the sunk-cost fallacy ("I can’t stop now, otherwise what I’ve invested so far will be lost.").
A common argument against the reduction in difficulty in endgame content is that it's meant to be a challenge and not everyone needs to have all achievements. That is, in a way, a valid argument, however it fails to see the consequences that result in such a mindset. The more inaccessibly (and exclusive to the very few with full teams and a seemingly abundance of time in their day-to-day lives) the endgame content is, the less people will be happy with the game. And the less people enjoy playing the game, the less they will want to keep playing the game, which then reduces the amount of people who are either willing or able to buy the endgame resources.
That all being said and put aside, and in the defence of difficult endgame content, it obviously shouldn't become as easy as running the Royal Gobball dungeon. It shouldn't even be as easy as Bworker or Celestial Bearbarian. And as glad as I am, that dungeons like Merkator will be easier with this update, the changes seem to make the endgame content way too easy to be given the term endgame content.
Instead what they should do is remove about half of the triggers that cause players to die over and over again because of a slight misstep or hitting the wrong target with the wrong spell and make the triggers that are still in place more visible and give the players a way to know what these triggers do (icons may be nice looking and don't consume as much screen real estate as a tooltip, however the triggers in Dofus aren't easy to be explained by an icon without a thesaurus at hand).
Summary: Shit's been difficult. Update makes shit too easy. Try the middle, Ankama. Players, try to understand the other side of the arguments. Not everyone likes dying, not everyone wants this game to turn into Candy Crush. Not everyone has a team, shit should be possible, albeit still difficult (in a sane way), for people without teams.
(Feel free to correct me where I might be wrong with the things I said. Feel free to tell me off, if you hate change. Might I recommend chess as a game then? I heard the game never even gets any updates anymore. Lazy developers.)
Also: See you guys in August. Goat's coming back.