My question is a simple one: why can’t Anet vary its dungeons with some GW1-like dungeon content?
It seems to me that there are important and fundamental differences between the GW1 dungeon design philosophy and the GW2 design. In GW1, dungeons were largely about exploring large areas, finding secrets, dealing with dungeon-wide gimmicks for opening new areas, dodging traps, and dealing with wandering groups of normal but fairly threatening enemies and boss-level but generally not gimmicky stronger enemies.
GW2, on the other hand, has relatively linear dungeons with little to no exploration. Instead of wandering around an expansive dungeon, it goes like this: trash mobs -> gimmicky boss encounter with tons of HP -> more trash mobs -> another gimmicky boss -> final boss. There’s no exploration or secrets to find, and there’s no real sense of progress other than moving forward through a predetermined path. No finding and using bombs to blow down walls that may or may not take you where you want to go if you don’t have a preprepared map, no hidden treasures to be uncovered, no torches that all have to be lit within a certain amount of time to open a door, etc.
Now, this isn’t to say there are some similarities between GW1 and GW2 dungeons. Some GW1 boss battles in particular were comparable to the ones I’ve seen in GW2, like the Ilsundr fight in Catacombs of Kathandrax where you had to move to avoid getting hit by fiery rolling balls of death (similar to the new Frizz boss fight) or the Rragar/Hidesplitter fight where killing Rragar first would send Hidesplitter into a berserk state (like the Mai Trin/Horrik and Molten Alliance duo from the Living Story dungeons). Fights like those would be right at home in GW2. Moreover, some levels of the GW1 dungeons were linear and did have a trash mob -> (non-gimmicky) boss progression--but they weren’t the only aspect of dungeon play.
GW1 dungeons were tons of fun in my opinion. For the casuals, you could go through at your own pace and not have to worry about new mechanics every 5 minutes or a seemingly limitless health pool on bosses, to say nothing of the murderous trash mobs. For the hardcore players, you could try hard mode, where the enemies all got significant buffs and were often extremely challenging, but you got double rewards for completion too. It wasn’t hard to find groups for casual play OR speedclears; plenty of people were interested in both. Dungeons could be completed (depending on which one you were in) in 30 minutes to an hour or so, with little variation in how long it would take (unless your team was particularly ill-prepared or bad).
GW2 dungeons, in contrast, are quite unappealing to me. It’s not terribly fun to drag through tough trash mobs and then get to a (generally) gimmicky, high-HP, powerful boss that takes 5 minutes to kill if you’re prepared—and then that’s not even the end of the dungeon. If you’re in a good group dedicated to speed and precision, dungeons are over extremely quickly. If not, expect to be there for a very, very long time.
My question is, why not vary the current dungeon lineup with some GW1-like experiences? How about a dungeon that involves exploration of a huge map, semi-random secrets to uncover, and larger groups of regular-strength enemies rather than 2 to 3 really tough ones? And bosses that shouldn’t take more than a few minutes to down and present unique challenges rather than frustrating gimmicks?