If dungeons weren't faceroll easy then you'd see a lot more people complaining about content drought considering how many parts of the casual playerbase are afraid of doing extreme trials, the only type of midcore content in the game.
The issue isn't the difficulty of the dungeons but how their are designed. I'm sorry but simple corridors filled with trashes disposed in geometric shapes regularly followed by dull bosses can barely be called "dungeons". You do them once for the scenery and then they becomes snorefest, because there is no replayability.
Hell, even in omega they don't even try to pretend to make dungeons, the floors are plain monster in a box stuff, so that adepts of the gogogo mentality can rush their precious loot as fast as they can.
Why is it every time harder dungeons are mentioned someone jumps to extreme primals or savage levels? They don't need to be that hard, but difficult enough to require more than a pulse, if even that. The Vault was an excellent dungeon. They could even pull ideas from higher floors of PotD where you have priority mobs that need to die quickly. There's a wealth of potential beyond braind ead easy corridor with re-skinned bosses. The devs even openly acknowledged people find dungeons boring nowadays hence why they dropped one in odd numbered patches. It's almost like the current design has become incredibly stale.
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