Quote Originally Posted by Niyuka View Post
With 70+ dungeons in the game, they just need to grow some testicles and make a dozen of them actually challenging. Solves a lot of issues. Its no surprise dungeons are unpopular. They are released outdated, follow the same pattern every time, drop useless loot and need to be spammed for tomestones.
I guess you are unfamiliar with what happened with Pharos Sirius during 2.1. It was noticeably more difficult than Copperbell Mines (HM) and Haukke Manor (HM). Hard enough that players regularly dropped out enough that they needed to add the withdraw penalty.

Quote Originally Posted by Sloprano View Post
This is a point where I wonder if SE is paying any attention. Beyond a couple gates to prevent pulling, the dungeons are almost exactly the same template when it comes to dungeon population and pacing. 100% same kind of scripting.
This design template is the result of how players did 2.0 and 2.1 dungeons. Notice how all the 2.0 and 2.1 dungeons but Haukke Manor (HM) have side paths and many of those side paths have minor optional rewards? Most dungeon runs completely ignored the side paths even when fairly new. The gates were even added to stop tank sac strats likely those used in Amdapor Keep. you may not like it but the devs adjusted dungeon design to how players were doing them.