Quote Originally Posted by Hayward View Post
I'd be curious whether the people clamoring for harder dungeons are the same people who DF-shopped for Brayflox' Longstop HM.
I've always just directly queued up for Brayflox. Neglected the daily roulette bonus entirely. However, preferring brayflox over the other 2 had nothing to do with difficulty. It had to do with time. Brayflox could be completed in roughly 15-20 minutes. You could do 2-3 Brayflox runs in the same time as you could do the others.

As for the original topic, I highly doubt they're going to make the dungeons much more difficult than they currently are. Thing is, the dungeons themselves can be quite challenging already if all 4 players just meet the gear requirement. The problem just is that the gear requirement for the dungeon is not even remotely close to an endgame level. The 2.4 dungeons will probably be around iLvL 85 - 90. Whereas many endgame players will start off at an iLvL 108 - 110 mark which in no time becomes iLvL 115 at least.

There really isn't too much to be done against that. It are two levels of content which in essence are designed with 2 different levels of progression in mind. For endgame content there are raids. There are even savage modes included now, which is very likely something most of us here haven't cleared yet. And then there's dungeons, endgame content for those who don't really engage in raiding.