Quote Originally Posted by Ama_Hamada View Post
instead of 100 lore for 10 mins or 24 light (or whatever it is) in 3, why not have a dungeon meant to run 30-40 mins that give 400 lore (or the lesser tombstone equivalent) 200 script (or w/e current tome is) with 320 light. These dungeons would be meant to take longer with more exploring.
Precisely this. WildStar had a problem with speedrunning dungeons as well. This was in part due to the medal system for its dungeons placing too great an emphasis on the timer bonus. To fix it, they reworked and improved rewards, reduced the bonus points for the timer, and tied more medal points to completing side tasks. They also reworked how deaths affect the medal system, so players didn't feel cheated out of gold if one person died.

Quote Originally Posted by loreleidiangelo View Post
Can't really speak for others here, but if I had the choice of running a challenging non-linear dungeon with reasonably difficult mechanics and mob placement three times a week to cap tomes vs faceroll 20-minute experts six times a week, I'd do it.
Oh hell yes. I would actually run dungeons if that were the case. As it is, they're so boring that it's agonizing.