Quote Originally Posted by Lambdafish View Post
We don't even need massively variety, random path sprawling dungeons to make them interesting. The dungeon design has gone downhill in general from actual imaginative ideas to A to B corridors disguised with pretty visuals. Remember haukke manor where you had to collect the keys? Remember wanderers palace which was a mini stealth mission to get past tonberries? Even if we had a dungeon like LotA where you could choose the order that you beat the bosses it would make for a far more interesting dungeon design without impacting formula
Players will just skip as much as they can to complete the dungeon as fast as they can.

Only need to collect 2 tiny keys to complete Haukke Manor. Heck return is used after the second boss to get to the final boss faster.
No need for the side chests in Brayflox so ignore the Goblins and Coeurl.
Qarn? Ignore the side rooms and the puzzle.

This happens with pretty every "interesting" dungeon from 2.0 and 2.1.