This is really one of the things that I simply do not understand about this game. Having a lock out on leveling dungeons. What is the harm in having people run back-to-back instances when they are making their way from 20 -> 60? Some people enjoy questing, and some people enjoy instancing. I can some-what understand why you would want some sort of lock on 60 instances since you don't want people to play the "gear up and wait" game, but there is no logical reason behind locking out players who are leveling and need/want a change of pace from the innumerable amount of "Kill X and Run to Y" quests.
Most likely, as with most instance lockouts, it's to prevent the instance from being farmed by higher levels too quickly for profit.
Not much to say except I agree.
I don't see why you'd want to chain run Tera dungeons.
The XP isn't worth it after your first run through for quests, the drops are not worth it 90% of the time, and it's far more intense than questing.
Reduced, yes. But they do still drop, and they are all BoE.
I guess I am confused why anyone past the dungeon's level would run it for any reason other than to farm the drops and sell them (or give them to alts). There's no point otherwise once the mobs are grey.
Giving a level 60 the option to get a lower dungeon's drops without a timer means that they are able to flood the market with the drops like 5 times faster than they would with the timer. There's no reason to really allow that type of inflation, IMO.