Quote Originally Posted by Lium View Post
So, in your opinion, when you say dungeons here are too easy, what kind of challenge level are you looking for exactly? Should everything be on the level of Criterion dungeons?
First off in needs to be said that dungeon difficult itself is variable, though in a way that doesn't make much sense to me. Leveling dungeons are often harder than Expert ones, which I feel is backwards. Even within each category there is inconsistency. I'd like to see the difficulties evened out and for Expert dungeons in particular to have more challenging elements. Part of that would be incorporating more dynamic combat. Ideally you wouldn't be able to memorize your way through a dungeon. That alone would make it more difficult and more interesting since you'd need to pay attention. In addition damage needs to be tuned such that healers can't just ignore the tank. There have been cases where I'm so accustomed to the low damage in dunegeons that I forget to even check tank HP as a healer going into a pull. Mobs should also be more interesting to DPS and do more than just sit there and wait to die. I'm just throwing out random ideas, but mobs that may ignore aggro occasionally, or cast buffs (some that can't can interrupt but others that they can't so DPS need to focus on them).

Boss fights can be tweaked as well. The Sigma expert dungeon is final boss is interesting as a healer when you don't do it correctly because that's the only time you have anything to heal. I think the concept can be adjusted so that there are multiple ways to tackle a boss, some with more risk than others. That way less skilled healers can stick to the safe way while more skilled ones can give the rest of the party the OK to go the risky route.