I like how, in every patch, SE tries out brand new mechanics in dungeons. That's not sarcasm speaking either, I really like that. This time, I felt that there was a huge leap of faith taken with a large number of alterations to how bosses work. One boss was fully reliant on being damaged by cannons, which I found to actually be refreshing and unique. Then the final boss of HM Vigil completely ignored enmity and just attacked whoever it wanted, which I found to be interesting. Another boss in Tam-Tara HM was reliant on Kiting, another one had you protect an NPC, though I admit the final boss of Tam-Tara HM was very much like a scaled-down version of Bone Dragon in Labyrinth of the Ancients.

I personally found Hullbreaker Isle to be so much more enjoyable than any other dungeon to date. The music and the atmosphere just made the entire area seem ripe for exploration in a refreshingly uncharacteristic light-heartedness that most dungeons have simply not had before. A lot of past dungeons have just been far too dark, ominous, and/or urgent in their defeat of evil. Hullbreaker was just a bunch of adventurers exploring an island. And to me, it's just a very nice and almost relaxing break from "Evil Demons/Dragons/Grotesque Abominations have infested this place and only you can stop them because they're evil beings doing evil things!"

I definitely look forward to more lighthearted dungeons, even if they only exist to counterbalance the especially dark and morbid ones like Tam-Tara HM.

But as far as difficulty goes, the only way to really make something more difficult is to mix things up. In Lost City of Amdapour, there was a boss that only attacked players with a certain debuff on them. No one else, meaning that if anyone other than the tank got hit with that debuff, they were screwed. I think developing ways to make it so that the tank becomes less and less the primary target despite the massive enmity generation or finding other unique ways to completely screw with role dynamics would be the best way to inject some real difficulty. Otherwise, it's just the artificial "increase HP and damage dealt" difficulty spike that only serves to require the exact same boring tactics to defeat, "Tanks generate enmity on the boss, healers heal the tanks and DPS as needed, DPS deal as much damage as possible to the boss."

Even though I will usually volunteer to be the main tank in everything, I would like to see more game mechanics flipped upside-down, or even sideways/slantways just to mix things up a bit more.