I wonder if the praise for AV in of itself is a bit hyperbolic in response to criticism. Even when played well by people who understand it, is it that great? There's a lot I don't like about it. It's entirely subjective but it's aesthetically displeasing and dull, and the few seconds of music is ehhhh. The "right" thing to do for the first room is basically to hug the left side and ignore as many of the enemies as possible... The ones you fight include ranged enemies where the corner leading up to it is irritatingly rounded meaning LOSing them is clumsy, often meaning it's batter to just run backwards as the tank or press into the boss room with them. It's more of a nuisance than anything fun.

Then you get to the boss... I hate basically anything that involves clicking and channeling something in battle. It's clumsy. To its credit, I appreciate the little design decision of being able to choose between killing the morbol pods, or letting them bloom for more XP. It means that the rest of the dungeon is okayish (love the Coincounter honestly). All in all not the worst dungeon (hi Copperbell), but far from being a good dungeon.

Even compared to ARR standards, there's way better dungeons like Wanderer's Palace or Stone Vigil, the latter which IMO is a better dungeon at offering choice, having a good aesthetic, and teaching new players.