Quote Originally Posted by HyoMinPark View Post
It’s my opinion that dungeons in this game haven’t really been all that solid—at least, level capped ones. The story dungeons are mostly fine and I prefer them. AA and the Twinning may have been aesthetically pleasing, but they were basically the same thing with different coats of paint. There’s nothing special or different about the flow or either of them. If they could actually mix things up and make dungeons something more than 2 packs of trash > boss > 2 packs of trash > boss > 2 packs of trash > final boss or actually make them semi-challenging instead of something I can do without just being a green DPS, then maybe I would be more bothered. However, this seems to be their formula, so I’m not that griefed about losing one.
Adding to this from a tank perspective. When I can accumulate eight vulnerability stacks and the tank buster still doesn't break 50% of my total HP, why do I even care about the mechanics? Dodging them is entirely meaningless because they aren't remotely threatening. This ultimately makes dungeons increasingly less engaging because they're essentially a series of target dummies with the occasional "big pull" that moderately threatens a tank. Now if the dungeons were at least interesting in another way, I wouldn't mind how easy they have become. Copied Factory, for example, isn't challenging by any means but it's fun enough. Unfortunately, dungeons lack any noteworthy aspects. Like HyoMin said, they're the same two packs > boss x3 with a different coat of paint.

Can't really say I care about losing another one.