Quote Originally Posted by Anhra View Post
- they all follow the same template, a marathon track with 3 bosses and ads in between.

- overall difficulty is too easy, in every expansion.
> it is easy enough that you can clear them even with a tank missing (tested it so far in most dungeons in ARR...Oh, and we're talking about sync'd (no undersized party at max level) runs of course.

-Bosses are far too predictable and don't do enough overall damage.

- Ad's are just cannonfodder in dungeons, ...not enough to be a actual thread, allowing you to pull the entire set as a "balanced" party (tank,heal and the 2 deeps) without much consequences...
> strenghen them, and i mean alot (maybe even double their current damage on auto attacks) Normally in MMO's, dungeon ads hit really hard with their auto attacks and use skills that could easily threaten the whole party if not dealt with accordingly...

Those are my two cents on the matter, what do you guys think about it?
This is an interesting topic to chat about. Thanks for posting.

Two things about me: (1) I'm a new player so have only been doing dungeons in ARR and post-ARR content so far, and (2) I enjoy dungeons and will queue to do them just for fun, even if I don't need the EXP.

From the perspective of a relatively new player, (i.e. I don't have overtuned equipment,) I actually find the dungeons are difficult for new players, such as how many groups the tank pulls and unknown mob and boss abilities or mechanics. I notice in particular it can be pretty tough on inexperienced healers. I think part of it is also in leveling roulette, a lot of your abilities are taken away even if you're leveled past that point. I think the ARR dungeons are interesting and balanced well for new players to get involved and learn their role while providing a challenge.

To Anhra's first point that dungeons follow the same template, I noticed that level 50 dungeons (in the beginning of the 6/5/7 roulette) have a much more straightforward layout with less chance to take a wrong turn. I personally lament the more straightforward layout. As a player that specifically likes dungeons and learning their quirks, they became less intriguing. (I've heard from friends that it gets even simpler as the story progresses blah)...so I agree it would be good to have more variety, though I don't share the details on the grievances.

It's true the dungeon content has been there for a while, but quite a bit of love and attention went into creating them, including mechanics. I think that's something to not forget. While perhaps not keeping the exactly layout the same 100% of the time, I also like the cadence with 3 bosses in between mobs since it helps new players know what to expect, even if they haven't done the dungeon before.