Quote Originally Posted by Niyuka View Post
With 70+ dungeons in the game, they just need to grow some testicles and make a dozen of them actually challenging. Solves a lot of issues. Its no surprise dungeons are unpopular. They are released outdated, follow the same pattern every time, drop useless loot and need to be spammed for tomestones.

This is a point where I wonder if SE is paying any attention. Beyond a couple gates to prevent pulling, the dungeons are almost exactly the same template when it comes to dungeon population and pacing. 100% same kind of scripting.

My beef is that playing favorite jobs in those dungeons was it's own reward by having an overabundance of skills you couldn't possibly find a use for first time inside a new place. Then every conscutive run after was the fun trying to exploit as much as possible of what you had. Now everyone has a decdicated aoe button you press until a pack is dead.

Dungeons have been the same, jobs have regressed, classes are less than a footnote and to solve boring dungeons instead of doing the sensible things, making sure jobs are fun from moment to moment they use chainsaw to pick a flower by spending Lloyd knows how many hours on Blu skills.