1) In their current state, dungeons reward absolutely nothing for partial completion. This means that if you kill a boss or two, and then have to leave for real-life reasons, or because you cannot successfully kill the last boss, you get NOTHING. I understand that this was implemented to combat farming easier bosses over and over rather than full clearing, but it has the terrible effect of punishing people who have spent time and effort killing some bosses and cannot complete the dungeon for ANY reason. This is not cool. Prior to the patch, I did speed runs to kill the first two bosses in Arah Explorable Mode quickly, and got 8 tokens per run. Since this patch, I have attempted to full clear that dungeon several times and gotten absolutely nothing for it because the group disbanded before killing Giganticus Lupinus. We’re talking hours of time and effort, playing with other people (this is something I’ll address in my next point), in an attempt to work towards a goal that should be attainable, and all in vain. This just makes players bitter.
2) GW2’s entire design philosophy seems to be about bringing people together, creating a sense of community through gameplay. I’d like to compare GW2 to WoW for a bit, and dungeons in GW2 to dungeons and raids in WoW. Consider: dungeons in WoW are 5-person instances that are VERY PUG-friendly. Raids are 10/25-person instances that are NOT PUG-friendly (unless you count the Raid Finder versions, which are super easy and serve only to help casual players gear up on the chance that they might start real raiding). If you are trying to design a game that brings people together more kindly and organically than WoW, how can you possibly justify the current dungeon design philosophy? Are GW2 dungeons supposed to be more like WoW dungeons or WoW raids? If they are not supposed to be PUG-friendly, they start to become much more like raids, and in that case, a huge problem you run into is this: raiding in WoW is a lot like a part-time job, and is consequently terribly exclusive. GW2 isn’t WoW, and I don’t want to have to schedule nightly/weekly dungeons with the other great players that I know just to get my shiny armor and weapons!
3) If you want to make “Heroic”/“Nightmare”/etc. (whatever you want to call it) versions of the explorable dungeons that require players to be amazingly skilled, perfectly coordinated, precisely specced, and very specificially geared… awesome! I’m 110% fine with this. But in that case, make the rewards AWESOME. And don’t make us run them over and over to get them. Elite players shouldn’t have to prove they are elite multiple times day-in and day-out to get those rewards. Make that mode so difficult that clearing it even once yields some really impressive stuff! But the NORMAL version of even Explorable Mode dungeons should be fairly PUG-friendly, and not have such specific gear requirements that players can’t jump into a group wearing whatever set of Exotic-quality armor they have already. I’m not saying players shouldn’t need to pay attention to the boss animations, know their class mechanics, and dodge/attack/revive etc. accordingly… but players who have killed the first couple bosses shouldn’t get to the end boss and not be able to figure it out or execute properly in a couple attempts. If a dungeon isn’t meant to be cleared by the group entering it, the very first boss should give them hell and be the gatekeeper, not the last boss.