I must've been surveyed in my sleep then. Or someone is speaking for me and against my own interests.
Wanderers Palace was pretty fun when it came out, those large tonberries used to be an insta-kill if they got too close, and I have the most fun in dungeons when something goes wrong.
The thing is.... It's only an adventure the first time. After that, its already known.
Adventure is great and all, but you can only experience something for the first time once.
In general I wish we would get some crowd control back. I am remembering good moments when our tank left and as we waited for replacement. As we stood there, some guy said I should cast the bunch o' enemies asleep. I - Black Mage back then - did so and our Bard picked one by one that we eventually killed, so when the replacement tank arrives, we are at least at the boss room already.
As Red Mage, I enjoyed to have Tether. Duty Roulette, Stone Vigil if I remember correctly. Tank is "not so good" and my AoE makes all 3 ice shards mad. I tether the bunch that was chasing after me while our tank finally caught up. Fun Fact: The day I wrote how much I enjoy tether - also in the open world - it was removed the next day... *Sad Trumpet*
Why is Square Enix taking away random skills? What is this? There went time into implementing and programming it, with SFX, VFX, code, an icon etc. That is like a grocery store randomly trashing perfectly fine goods...
Sincerely,
https://imgur.com/9mjol58.png
This would be ok for the first run of the dungeon, but after a few runs it would get old and you just want to rush through.
I am trying to get the Zodiac relic for my dragoon and I am on the next to last step. Do you know how many dungeons I have to run to get that? And you want to throw in a weird element to make it longer? No thanks. And I am doing most of it solo, but I am determined to get through it.
tether was useless and nobody used it other than you so they said we're getting rid of it.
Sadly... yes.
Even if they removed the timer on dungeons, people would feel a need to speed them.
There is a solution though: no rewards for dungeon completion. Take the reward - and split it around the dungeon onto all of the bosses AND trash mobs.
- Now you can add in as many optional paths as you want, and the more of them people do, the more 'loot' they get.
That said, complex multi path dungeons haven't been a thing in MMOs since the Cataclysm expansion removed them from World of Warcraft. Even there, they stopped making them in 2007 with WoW's first expansion. Only classic WoW had them. Other MMOs? I dunno - I have not seen a single MMO newer than WoW that has had them. I imagine older MMOs did, but unless you count a few of the more 'peculiar' Guild Wars 1 missions, I haven't seen examples.
Maybe, instead of trying to change a game that many enjoy to suit your needs, you simply elect to find a game that suits your needs to begin with, and leave this game in the state that the many are already enjoying.