Let's go over for a second and look at all of the forced stops, again, it's not that it's omg 2 seconds! It's the sheer number of them.
Tam Tara:
Locked wall until mobs die after the first 3 packs, WITH an invicible monster that can't be damage until other mobs die.
Right after, the same thing.
First boss.
Next tunnel is 2 packs on monsters.
After that there are 3 rooms each which require running to and activating coffins to spawn additional monsters.
All of these need to be done to open a door to the second boss.
Second boss has to go through dialogue to even spawn.
Next tunnel is two packs of trash, then an invincible monster that requires it's tethered mobs to kill, and that also spawns monsters.
Total stops: 7
Hullbreaker:
No real stops up until the Ape which requires the mobs in front of it to be killed.
First boss.
Next sections involves spawning mimics to get a KI that requires picking up.
More trash until you get to a door that requires activating with the KI to pass through.
After is another door that requires the same thing, but with 2 KIs.
Second boss has multiple stops where it goes underground, I had 3 in my runs, so there's another 3 on its own.
Last packs of trash are blocked by 2 Water doors.
Final boss has multiple stops when it grabs and flings people across the arena, it's invincible during this point, so forced stops. This happened two times when I've ran it.
Total stops: 12
Stone Vigil I've only ran once, but that entire dungeon sucks because the second boss is one of the worst ideas ever conceived for a boss fight in this game.
Off the top of my head though, I can think of at least 3 "kill before passing" doors, and that point where you have to stop and fire cannons at the Dragon multiple times for it to spawn monsters.
Compare the sheer number of stops in these dungeons to previous, which only had one or two stops/doors per section at most.
It's not that it's 2 seconds, it's that the sheer number is ridiculous.
I have no issues pulling everything at once or one pack at a time. SR or no SR. The fact is the forced stops really make the dungeons irritating to run.