Dungeons are incredibly poorly designed.
Skipping and glitching are rampant and there is no reason NOT to do it since loot is terrible and has been since release. Having another set of unique looking dungeon gear that can randomly drop from any enemy (double chance drop in chests) would fix a lot of this problem. Additionally giving all mobs a small chance to drop tokens or better chance at rare materials would help.
There is no progression in the dungeon system. Dungeons should unlock other dungeons when they are completed. For example if you finish all 3 paths to an explorable in the same week you unlock and elite dungeon that is unique and not in the SAME PLACE AS THE 3 EXPLORABLES cuz we were promised unique paths that we didnt get and its getting downright boring…
No consistent aggro mechanic (not just threat) makes them chaotic and feel like you cannot control the combat. This makes it impossible to design specific encounters around something the players can be presumed to know and also makes it impossible to have certain trash mob groups handled with strategy. Everything is just a clusterkitten which is not fun, especially for new players. And before you say “monsters attack the closest damaging threat to them hur dur” they dont… they have that system and it is overridden by every monster having a “unless someone has higher toughness” or “unless someone is healing” or instead “attack the highest dps/lowest health”. There is NO consistent mechanic for players to understand how fights will unfold or control the flow of battle
Support builds are….well they dont do much that players cant already do for themselves.
No class roles, which I’m not saying I like the trinity or want it but there is a reason it existed. When anyone can do everything no one is special
Mechanically boring, 90% of all dungeon encounters are “Hey zerg that thing!”
Nothing feels impactful
Telegraphy and skill: 90% of the time this is non-existent. Difficulty is more based on cheap brutality than hard mechanics or timing. EVERY hit hitting for 30% of your health is just stupid. Monsters should auto for about 10%-15% of your lifebar and have special telegraphed moves or conditions that need to be taken care of tactically and avoided.
All dungeons should scale you up to 80 so we can have a BASELINE from which to balance instead of scaling you down.
I actually like gear treadmills, but with the understanding that most people dont I would suggest we need about 300% more weapon/armor skins in the game and some of them need to drop exclusively in dungeons and world bosses (IE champs and dragons). The embarassing lack of interesting weapons/armor skins is a purely horizontally progressive game is just staggering and stupid.
-This is not in dungeons but i also think every ZONE of the map should have 1 set of unique light/med/heavy armor. The level of sameness while leveling is lolworthy.
All gear should have hidden gear ratings on it. These ratings are averaged and put into an algorithm along with your level to determine equivalent monster stats. By doing this you adequately accommodate any level of player while keeping an even level of difficulty throughout all levels of players in a dungeon setting
Most of this has been said before and it will be said again, unfortunately I don’t see it changing because it requires core design changes that I don’t believe Anet will go through with at this point