Quote Originally Posted by Ransu View Post
This complaint always makes me chuckle because its literally the playerbases fault the dungeons are like this (and personally I'm fine with it). The majority just wall to wall pulled and ignored the "off the trail" parts of a dungeon and burned through them as fast as possible, so may as well design them in a manner that the community played them as anyways. The walls between each double pull was to also stop people from exploiting by pulling everything to the boss and then pulling the boss to reset all the trash mobs. Its also a similar reason to why trash mobs no longer give exp because people just pulled everything in certain dungeons all the way to the first boss, killed all the trash and then reloaded into the dungeon.
Even within the hallway dungeon design there's fun and there's boring.

The full pull in Doma Castle from the first boss to the second is loads of fun.

As a tank, for example
  • you want to pop sprint right before the first mob is triggered to aggro you to get its full duration in combat
  • sprint down the hallway grabbing the additional triggers
  • dodge the cannon fire by sidestepping into a small safe space instead of stopping
  • grab group 2
  • probably use a super potion to heal off some autos as your sprint's expiring and your healer might be tempted to stop and cast otherwise
  • dodge through the cannon fire again
  • grab group 3
  • either invuln or start mitigating like hell while getting ready to stun the mob that randomly AoEs the backliners

And then the fight itself happens while the cannons on both sides of you continue to fire, constraining the battle area in a more exciting way than just having walls there. It's still only ~3 packs worth of enemies, but it's technical, exciting, and gives a chance to show off dungeon knowledge and tank soft-skills like solidly establishing aggro on the run.

Compare to 3-pack pulls in ShB+. You sprint down the hall, grab pack 1, grab pack 2, grab pack 3, and then park.

You can't excuse the badness of ShB/EW dungeons by pointing to mistakes from ARR anymore. We know how to have interesting gameplay in hallway dungeons. CBU3 just isn't doing it. They're spending their labor budget on visuals and phoning the rest in.