Forced stops in new 4 man dungeons
Every single new 4 man dungeon in 2.4 has these now.
From barriers not going down until you kill trash mobs beside it. Coffins that need to be activated before popping mobs or opening chests to pop mimics, THEN picking up an item. To large drops that force healing up before continuing.
It's honestly awful. The new dungeons are absolutely full them. Some of the points are so bad that there's single packs of trash separating the barriers.
I appreciate that SE doesn't want to make speed runs the only method of doing dungeons, but the sheer number of them in the new dungeons is getting ridiculous.
Stopping one extreme with the other is a terrible idea.