reading all the post above, lots of complain…
but i personally think this dungeon patch is a good one, because after reading the comments here, i do check and make some dungeon runs (CoF 1,2 and AC 1,2 ~ only this 4 path since only got like 2-3 hours to play, will try other dungeons again later on) with my guildies, and i think it’s still very much do-able.
Also I think the dev did actually make the dungeon runs better with some tweak in the mob (not sure about this though, because only some of the party member feels that the mob now is more easy to kill) and event mechanics, esp in CoF p2 – defend magg portion, now is much better than “run-die-res-run-die-res cycle” before patch.
We did the dungeon run in average 15-30 minutes per path, and only once did we got wipe which is the ACp1 boss, since now need to do it without the “ladder” help anymore, which make us relearn the boss mechanics also communicate and rely on teamwork more + clear the previously “never bother” skelk breeder around the boss.