Recently, I've been garnering information in game and across other forums on the current state of the game. By and large, many of the people I've talked to have had a common complaint: the current dungeon meta is boring. In this thread, I'm going to explain the major complaints I've heard, and hope to inspire some brainstorming on what can be done to improve dungeons.
What is the current "dungeon meta"?
For those who do not realize, most dungeons follow the same layout: Trash > Boss 1 > Trash > Boss 2 > Trash > Final Boss. The only notable exceptions are the story dungeons, such as the Praetorium and Castrum Meridianum. This standard formula is a safe dungeon design, and one that has only the major criticism of being boring.
The other staple of the current dungeon meta is difficulty level. As dungeons are the major source for capping tomes, getting gear, and levelling, they are the bread and butter of PUG content. As such, the difficultly level is low, such that even upon the first entrance into the dungeon, you can usually oneshot or twoshot the fights, with some notable exceptions. Again, the major criticism is the uninspired, boring feeling of dungeons based on their faceroll mechanics and implementation.
You might think this is strictly the fault of the development team, but I am going to argue that the playerbase plays a huge role in the current meta of dungeons.
The exceptions to the dungeon meta, and why they failed
So the Praetorium and Castrum Meridianum failed in large part because of the long cutscenes placed between fights. The development team has learned from this mistake and the level 60 story dungeons only had one notably long cutscene, and only upon arriving at the final boss. However, ultimately, the cutscenes would not have been an issue if older players had not repeatedly left new players behind because they were rushing for the reward of Story Roulette. "You should use Party Finder" or other such arguments are given, often as an excuse for this behavior, instead of seeing that the reward tomes are for helping new players, not ruining their first experience in a dungeon. In short, this shows entitlement of veteran players and a hint of the "most reward for the least effort" attitude I'm going to mention later on.
The other exceptions to the dungeon meta would be dungeons that exceeded the normal level of difficulty. Easy examples would be Aurum Vale, which is probably my most often "queue in progress" leveling roulette dungeon, and Pharos Sirius (NM) prior to its nerf. Pharos Sirius (NM) is probably the most notorius difficult dungeon in its glory days, and it was because, as a dungeon, it required more party coordination, player awareness, dps control, and healer skill than the other dungeons released at the same time. Because this was part of the same roulette as Haukke and Copperbell HM, many players would drop Pharos upon entering because they knew wipes were likely occur that would mean leaving and re-queueing after the 30min penalty would actually save them time in the long run.
The unpopularity and protest to the dungeon ultimately led to its nerf, and probably sent the development team that: "we do not want difficult dungeon content; please stop making it". The reality is simply that, as a playerbase, we did not want to put in a greater effort to complete Pharos, when easier alternatives with equal reward were offered. This is the nail-on-the-head example of "most reward for the least effort" of our playerbase. If it makes our day-to-day routines in the game longer or harder, players get frustrated and dislike the content, crying out for nerfs.
How to innovate dungeon design in current conditions
So, keeping in mind the habits of our playerbase, in order to be innovative with dungeon design, the development team is between a rock and a hard place. It is very difficult to balance dungeon difficulty, even while following the same humdrum pattern of bosses separated by trash mobs.
Some of the best suggestions were to introduce premade party dungeons, with high levels of difficulty and unique rewards - glamour gear, relevant gear (equal to tome gear), minions, etc.. The other suggestions were easy content that followed a new layout - perhaps a series of boss fights without trash similar to the Praetorium, randomized areas in the dungeons, or longer and more intricate dungeons that are not necessarily within the Roulette dailies.
Improving the playerbase
By and large, it has probably been obvious that one of my greatest critiques in this post has not been about dungeons at all, but the general attitude of our playerbase in PUG situations. I think everyone should take responsibility to adjust their attitude in an ideal world, but the reality is, that is likely not going to happen.
What I suggest the development team can do to improve the environment of the game is offer players outlets to improve within the game. Right now, the biggest problem is the development team seems to be taking a very safe approach to handling player complaints. They make content easier through nerfs and things like the introduction of the Echo. Instead, I believe they need to go in the direction of player improvement. Unfortunately, there are little to no internal resources for which players can measure their performance. This leaves other players ultimately responsible for teaching, but no one is ever placed in a position where they have to improve to progress.
Introducing some sort of dps measure, even if it's personal and strictly compared to averages from players on the same class, or training hall, would go a long way to improvement of DPS players. Measures like "% of damage mitigated" or "% overheal" for tanks and healers respectively would be helpful for the other roles.
Closing statements
These are my thoughts on the subject of how and why dungeons could be improved. I'm not claiming they are the only option, and I would love to see some more feedback on what the community at large thinks.