Quote Originally Posted by ryouma17 View Post
get rid of all the deadend paths in 2.0 dungeons

rework the 3 starting dungeons, nothing says fun like falling asleep in copperbell waiting for the bombs to blow up multiple time so the boss can be killed
I'm of two minds on this. For one, I agree because dead end paths are useless aside from exploration achievement and a crummy low level chest, especially now that all trash XP has been rolled into the boss XP, and certain bosses like the bombs boss you brought up are rather boring.

But on the flip side, I like the idea of making dungeons less linear and giving optional paths, possibly with challenging content with meaningful rewards, though I do understand that'd be difficult to balance to make it worth doing but also not obligatory.

And those unique bosses? I appreciate them making unique gimmick bosses so early, show newcomers that it's not all just boring tank n spank fights and some fights requires doing mechaics. Especially after the generic boring Sastasha. Could it be done better? Sure. But it's nice they made something unique so early. They could have easily made the first 30 levels worth of dungeons all Sastasha levels of difficulty.