Quote Originally Posted by Escalon View Post
I can only speak for my self, but I enjoy running dungeons 1000% more WHEN I have something to do, that is not my rotation. If you continue to "cut down" on tedium, why to have dungeons in the first place ? Why not just kill the boss ? Wait, we have that, Raids and Trials.

I totally despise Paglth'an and Matoya's Relict just because how absolutely brain dead they are. Im not a hardcore player, by a long shot, but I know my stuff and the dungeons are so streamlined its not even fun to run them anymore.
Doesn't help that it's pretty much a fact that wall to wall trash pulls are harder than the bosses themselves, so the least they could do is add mini mechanics to them like, say, those little obnoxious sprites in Amaurot that tether to healers reducing their healing, or like the giant tonberries in Wanderers Palace you have to run away from. Just....be more creative about dungeon design in a way that adds flavor without "holding back" the run (like the puzzles in Sunken Temple that nobody ever bothers doing or the infamous slime floor in Totorak)

Quote Originally Posted by KizuyaKatogami View Post
There’s a different between being overly complex or being just the right amount. The main issue here is the stark difference between ShB base game dungeons and then the expert dungeons. The expert dungeons are incredibly streamlined compared to the base game counterparts. Especially gauntlet,matoya,and paglthan. We lost out on expert dungeons because they said they were supposedly putting more effort into the ones we do get, however they’re just streamlined versions that are worse than the sb dungeons lol.
Still funny that Holminster Switch is literally an open field, yet the actual dungeon is a single, straightforward, and rather narrow hallway path, except for the plaza before the final boss. The only "mechanic" to watch out for are the stupid gremlins giving slow debuffs and the big sin eaters doing an aoe