A simple request - probably that has been made before - and due to the desire for many folks to try and solo group content.
With the Imperial City being the oldest DLC, and the unavoidable power-creep, the ICP (especially on normal) like many dungeons is soloable for the most part. But just prior to the Lord wardens council is this room that requires 2 levers pulled at the same time to open a gate.
Aside from maybe one other place, it's the only one I can think of that has a non-boss 'mandatory group mechanic'; as distinct from some bosses 'pinning' or other CC abilities (which power creep even circumvents in a few cases)
The room just prior to the one with 2 levers is basically identical, but just has one. As such, the code change to make the subsequent room work the same way would be quite simple.
I can understand not being powerful, or skilful enough to do something; or boss fights having interesting mechanics that require a/some partner(s) (especially when new).
But having 2 essentially identical rooms, but with the second being 'that's it, no further', I don't see the point. Especially so many years later when the mechanics and power levels have moved on.
As a working adult, with limited free time - I really like the that the way ESO works is that seriously heavy group intended content can at least be tried solo. As I often have to play solo, and getting a chance to run a dungeon with guildies is a rare treat. I often have to play for an hour here and there, later in the evening, when many guildies are offline. I also like the challenge.
Discovering I couldn't progress through the last 2 bosses of ICP on normal was disappointing.
A bit of research also showed that certain classes have abilities that allow you to get through it (or possibly use a Psjic Ult - I haven't reached that DLC yet, as I'm trying to do it in story order). Classes should have their unique skills ofc - but when some allow bypassing of base mechanics, it adds to the redundancy of keeping them in.
Lastly, to potentially pre-emt some responses:
- I'm totally aware and on board with some content being intended for groups; so please, I'd rather not have 'it's intended to be a group dungeon'
- I'm more commenting on consistency of mechanics (this setup is almost never used), and its increasing redundancy vs. caused frustration