Bullshit.
The transitioning period is hard, yes, as is the case with any new piece of hard- and software you need to work with.
However, as far as I know, there aren't any major time-consuming techniques introduced like in the previous generation. (By the way, I'm talking about normal mapping. Making a model that only needs a diffuse map as opposed to something that needs to be sculpted, decimated, retopologized, unwrapped, caged and baked... Well, let's just say, there's definitely a difference in time and effort there.)
I mean, sure, these days, you've got all kinds of maps. If you create your own engine you can decide yourself what kind of maps you need for what purpose. DOTA 2, for example, uses 4 different maps for every object: 1 diffuse, 1 normal and 2 custom maps of each 4 channels in which each channel controls a different attribute: detail mask, diffuse/fresnel mask, metalness, self-illumination, specular exponent, specular intensity, rimlight intensity and a tint specular based on the color map.
And guess what, of all those maps, most work still goes into the diffuse and the normal.