Turbine was going in such a great direction with Mines of Moria until the Waterworks. Whoever designed the last of the quest chains in this region must have missed the memo on the design change from Shadows of Angmar to Mines of Moria.
It started out great. The content was stacked, and made sense storywise. I was killing glass spiders to harvest their legs for crystal lamp repairs, checking out the hypnotoads, and the area itself was a breath of fresh air for the lack of vertically separate areas. Then I got to the Great Wheel in the Waterworks.
I was actually excited because it felt like all the Waterworks stories were coming together to the reparation of the Great Wheel, which would feed cooling water to all the dwarf forges. However, the Great Wheel and subsequent learn-about-the-Vile-Maw quest chains were horrible for one reason: traveling time sink.
I went from the Great Wheel to the Rotting Cellar (Waterworks quest hub). Back to the Great Wheel. Back to the Rotting Cellar. Upwards to the Silvertine Lodes. Back to the Rotting Cellar. Back to the Great Wheel. To the Vile Maw campfire (pretty much next to the Great Wheel). To the Rotting Cellar. Back to Vile Maw campfire. And, I am probably leaving legs of the quest chain between the Great Wheel and Rotting Cellar out.
The story was good, and it made sense to travel for terms of pushing the story. It just wasn’t fun. The quest content was not stacked very well on the Waterworks west side either. No matter how good the story is, if the gameplay (or lack thereof) becomes tedious the story will suffer. In all fairness, this was compounded by coming off of Shadows of Angmar Book 10: 1 hour of gameplay and 4 hours of swimming. It sucks because everything else has been a shining light of PvE gameplay. Hopefully there is not much more of that.
You don’t have to move the mountain.