Quote Originally Posted by Atelier-Bagur View Post
I feel they severly limit themselves with dungeon design due to the frequency of having to run them multiple times in roulettes.
This is the reason, right here. The game's foundation is the duty finder, from story progression to weekly goals.

Ironically, as the game is much more established and has a much greater variety of content and even no longer requiring other human players to continue the story at-level, the dungeons have not been given the freedom to vary despite there being more efficient ways to cap weekly tomes, and have in fact gotten more homogenized from a battle design and level design perspective, which are... Like 2/3rds of what makes a dungeon. There's also fewer of them.

It'd be tough to argue aesthetics are lacking, but when you hamper your existing dungeon enemy behaviour because you can't make AI companions deal with certain mechanics, then you're probably far away from designing future dungeons with variety or novelty in mind.

It's a shame because we're promised interesting battle content in raids or trials but some of the older hardmode dungeons asked for more attention and coordination to adapt d succeed than like... Euphrosyne. There's just less and less of it to go round as time goes on.