For the regular & alliance raid dungeons specifically, I figured this would be a fun exercise for anyone to join in, and craft one. If this intrigues the developers then all the better!
There is only a few guidelines well for me personally, but not a strict rule:
1.) All regular monster mechanics can no longer be dodged, so if some mechanics had debuffs this will give healers something to do and be more vital than they were before, but however boss Mechanics can still be dodged but their mechanics will execute much faster than their normal counterparts.
2.) Extreme versions can either still be a 4-man group or 8-man, but for me personally I'm sticking with the traditional 4 with the regular dungeons.
3.) Extreme Versions will still stay the same level requirement, this is just for accessibility for all the playerbase, so no one is left out having to wait till lvl 90.
4.) Loot will be doubled in the Extreme version, and rare drops will be increased by a certain percent (Maybe this will help the market board bring the prices down a bit).
5.) Monsters & Bosses will definitely hit harder, so plan your tanking pulls, and etc.
6.) Limit Breaks fill a bit more faster (maybe 1.5x the normal speed?), helpful for struggling players.
7.) Anyone here can add something to the dungeon that didn't exist before, but for me personally I just want to put in a few tweaks without changing too much.
8.) Depending on the boss that certain Debuffs if you're hit will last much longer, so for instance say a Healer got hit with Silence, but instead of the usual 3 seconds it will last for 10 seconds.
9.) Just to borrow a current debuff in some stuff nowadays, but if you get hit once with a boss mechanic then you'll get a vulnerability stack.
That is all the guidelines I can think of, again its not strict so feel free to have your own guidelines if you like.
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So to begin! Sastasha! The first ever dungeon:
The Switch puzzle - now requires you hit all three buttons in a certain random order.
Chopper - As per tradition with Coeurls they typically have that infamous death spell, the goal here is simply avoid the AOE he always had, however, the AOE is much larger now and if you get hit you have a 50% chance of dying from his spell.
Captain Madison First Encounter - Nothing will change here except they hit harder than before, but Captain Madison is more of a threat in damage.
Find the Key! - The Key now spawns in a random spot with the Shallowtail Reaver, and with different existing minions depending where the key spawned. This way this puts all those rooms we had a tendency to skip over to real use.
Captain Madison 2nd Encounter - Again nothing has changed except for damage. However you'll need to find another key to open the new locked gate, and this time a new mini-boss where the wolves are kept in the Rambade that has the key. A bigger Scurvy Wolf, and the alpha of the pack.
Denn the Orcatoothed - The Adds can no longer be stopped from spawning, so deal with them when they appear during certain intervals, and just be aware Denn has faster mechanics now that can hurt.
Had some fun making this, let me see what you all can come up with!