Quote Originally Posted by FoxyAreku View Post
Totorak is a very poor example. "More enemies to pull at once" is not variation either, it's still the same boring formula with enemies that hit like wet noodles.

There's so many ways you can spice up dungeons so they are a different experience between runs without just having hallways with nothing in any of them like totorak. Don't know why you even brought that place up, it's entirely an example of how *not* to do it.

I really struggle to call any dungeon boss 'interesting', either...different strokes on that point.
Totorak had some interesting ideas but poorly executed due to the boring environment and leden debuff and boring bosses. The venom sacks trained you to use ranged attacks as melee, and the interactables in the keys made the dungeon more unique. Sadly Totorak biggest issue is, the level was too low to fully embrace the ideas and also this was the 4th dungeon overall. Mechanics need to be revisited and more mobs won’t fix anything, as seen in relict where it has a lot of mobs doing single digit damage and generic cone aoes