StB dungeons have some gems (parts of Bartam of Doma Castle, especially).
ShB dungeons... well, I can't honestly say they're an improvement, especially over the likes of the Vault's bosses or the originality among some others.
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Don´t know what´s special about Doma. Bardam is special yes, but it´s no improvement or challenging. Just wall to wall bang and an "afk" boss. Nice puzzle-feature, but shouldn´t be a boss.
Stuff is definately getting more braindead. Away from dungeons there are only like 2 fights in the whole SHB expansion and 1 in SB which are more than the usual stuff. One is an extreme fight and the other a savage one. The rest is just more of the same. Dungeons have become even more braindead especially with more tools on any class, which mostly last in "fill the gauge with 123, press the button, enjoy the burst".
Gameplay-wise ARR is far superior than anything beyond. Devs care more about glam and a braindead mode, so any idiot will cash into the game, just to see some half-naked bunnies or cats running around. More than enough changes has shown that visuals are way more important than the gameplay and content.
Dungeon design needs to change for better gameplay.
Hope they nerf HP sponges like the bosses in Malikahs Well, you can be 15-20min at just the first boss if something goes wrong with your party. Or change how mobs spawn when you can literally see them already like in Holmister Switch when they are on the ground but only spawn one set after the other... I rather wait 1min before pull to discuss a strategy if it would be difficult or to wait for MP regeneration of your healer than to kill 5 sets of 3 mobs in row the very same way.
While I would welcome difficulty in dungeons, they've moved on from being a challenge to overcome to being set pieces for story progression and nothing more. There's very few optional dungeons found in SB and even less in ShB.
So I don't think we're going to see any regression of change, sadly.
It's mostly just that certain wall-to-wall pulls in those two at least have some degree of challenge, and the vibes of each place make what would otherwise feel like more of the same feel just distinct enough to be more bearable. CA's got some just-distinct-enough pulls, too.
For context, my idea of a particularly fun dungeon would still be something like Castrum Meridanium Extreme where there'd be no CSs or Cid to wait on, multiple routes by which to achieve your objectives, notable manipulation of the pathing of otherwise overwhelming forces, some reason to split the party at certain points, etc., so it's not as if I'm satisfied by any of the above dungeons; they're just better, imo, than any of the Shadowbringers ones apart from perhaps Qitana Ravel.