Quote Originally Posted by Kaurhz View Post
People can barely tolerate dungeons taking more than 17 minutes, let alone a full-on run against mobs scaled to your actual gear. But on a serious note though, if anyone is BiS on any patch level, then the chances are the dungeon won't really sate their hunger. Dungeons aren't really something to get excited about.
The complaints about dungeons being braindead and "big pull and AoE down" meta are both more or less a result of how much we outgear dungeons at release. The average active player tends to outgear expert dungeons by about 30 to 40 ilevels at their release and end the patch cycle as much as 60 to 70 ilevels over. Dungeons that you start out 10 ilevels undergeared and end the patch only 10 to 20 ilevels over would be a significant change.

I also suggested dungeons that have interest and/or unusual mechanics in the areas between bosses. Can you save all the goblins before the dragons kill them? Dodge and escape the giant invincible killer Tonberries? Will you use the terain traps to speed up killing the trash packs? These are mechanics that make dungeons more than wall to wall corridor pulls.