Nevertheless I am looking forward to read other players opinions and experiences, maybe even from some who did not run rofl from the beginning, but started here later and have their own perspective on current "endcontent".
Alright, here I am, started about 2 months ago again after my 3y break, came back and found an entirely new game, which was awesome. New classes, new content (i missed gorge and rofl at all) and even new guilds and players. Glad the server still exists and runs as in my past.
Just gonna throw my 2 cents into this discussion as a returning player and (main) tank at Pulse.
That being said, running rofl rather feels like a daylie grind nowadays instead of a fun instance-experience.
That's literally the thing I thought about rofl after my first few runs. It didn't feel like Tikal in those days or Inferno on release, it was more like "the dumb thing you need to do every day" to get the best progression in gearing. Maybe it was more the influence of my guild, that felt bored already when I entered the game again, but however, i wanted to make my own experience.
After almost completing my first golden gear and a lot of very intense runs (most with guild, less random), I think better about ROFL than most others I guess. In my personal opinion, a tank can have much fun in that, depending on which class you play. As a knight/rogue you'd probably get bored after a few runs, but if you try other combinations, that throw some other mechanics into the raid, such as crowd control, you can have a completely different view on the instance. For example trying to let noone die through those random aoe onehits on our glass cannons, makes a run much more intense and also fun. (Awesome, you can have fun in rofl *exploding-head-emoji, which is missing unfortunately uwu*
But for real, I can understand the perspective as a dps or healer, as the instance is really boring at some point after you mastered all the new events and tactics (without AU). The events between bosses are meant as better as they literally are. I understand the purpose to slow down the run by adding some movement or clicking events between bosses, which definitely are fun to play for the first times, but after a while, it's becoming more and more annoying. Just thinking about the Gargoyl-Section in Inferno, which was reeeeally annoying on release
Regarding Bosses in ROFL
The boss events are way too uncreative, since you either have to kite something around, run away from a safe onehit or just stand at one single position, maybe move a meter back if you're unlucky with rng. It doesn't matter, neither where you tank the bosses, nor if you turn them around.
Even B3's front aoe has such a short range, that you need to have very very bad luck (or fps) to die through this. It would make such more sense, if the worms continuously slow the tank down to walking speed, so the dds need to kill or stun them to prevent the tank not being able to avoid the deadly onehit aoe. In that case, the boss should need to be turned much more often and the placement of the food should be timed much better.
B4 could have more phases of his event, not only 1 at 50%, but maybe any 25% while the adds can be aggro'ed by the tank but slow him down to avoid kiting. So dds still need to burst, but with a much better timing.
B5 is okay, but the mob waves are strangely random, which could also be changed to at least 2 definitive waves at 50% and 25%.
Also bosses could become enrage when failing events or become stronger at 15%, so offburst would matter more.
Regarding the "Endgame" topic
Endgame in CoA feels more like Infinity War (you know, bcz "Endgame"... :D)
For real, the "highend" instance is not like defeating Thanos to rescue the entire universe, it's more like 12 Avengers fight against beavers, eating their finger nails at bosses and discuss about the gender or species of Melte (which definitely is a seal, you can't tell me it's a fish! ).
The point is, after my first few ROFL runs I was wondering myself if that was it or did I miss something. The setting is great, I like these Origin-like designs and also beavers... at least until I realized how the beavers beahave (hehe beaver joke ) with their random hits on the best-looking paper dd. Why not making it a front aoe to let the tank turn them around? Or maybe an aoe to the back (because beavers could slap the ppl behind with their tails... no?)
The golden gear might be a thing in coming content. I don't do random runs that much, so I can't estimate the real difference between a red-gear-raid and a golden-gear one. From what I experienced with my dd, it's not "that" much, but noticeable though
Regarding recycling oldschool content
I think it would already be enough to use the Warnorken Arena model and include some bosses with new and intense events, that could last for like 20 mins each, such as DN endboss did as far as I can remember. Otherwise, what about the "real" oldschool instances, such as Ice dwarven kingdom? I played this customized on a server that doesn't exist anymore, but it was kinda the best instance i've ever done. There are so many different bosses, mobs and events to customize
Long story short, I think the current content is okay for like 2 or 3 months but then it becomes boring soon.