You say “more skill” is required to kill your average dungeon mob than skipping them. I’ll grant you that. But how big is the margin of skill between killing a dungeon mob and skipping it? That gap is insignificant given the average dungeon mook’s attack interval and variety of skills. If you look at most dungeon enemies, they aren’t much different than what you might encounter in overworld PvE. They might have 1 or 2 more abilities, but then they also have 1000% more hp for some asinine reason.
This results in a slightly more complex fight (Oh look, I have to dodge when it opens up to attack now) than what you would expect in overworld PvE, yet still very reminiscent of those typically face-roll-y sort of encounters, except that “Now that you’re in our fancy, challenging dungeon!” they drag on for 3 minutes because of enormous enemy health pools. It’s not fun. Killing them isn’t satisfying because there’s nothing skillful about dancing around an enemy for 3 minutes while pressing 1. Finally, their rewards also equate to what you might receive off of a normal overworld PvE enemy.
Often openworld PvE is open and mobile while dungeons can add environmental complexity on top of the standard fare of dodging their skills and killing them. With traps, pits, other mobs, cliffs, blocked passages and so forth. It’s the ‘dungeon’ part of a Dungeon, really and you completely disregard it and negate much of it when you skip.
I don’t understand what you mean by “decreasing productivity,” but I can say that simply drastically lowering dungeon mob hp across the board would probably help thieves indirectly. Since they specialize in single-target damage, they could leap to the back lines and assassinate targets.
Me speaking about dungeon productivity isn’t aimed at you but feel free to discuss it. It was more a question regarding the overall state of dungeons, loot and reward systems for people in the know. If the devs see a problem with how much gold and loot being produced by speed runners or not can be adjusted in many ways although just ramping up diminishing returns or adding another factor to weigh loot tables by feels boring and contrived. Simply making the dungeon longer could be a factor to add, giving more/better loot to longer paths or factoring time.
Really has nothing to do with profession viability or dungeon difficulty but simply a statement about rewards.
Enemy dungeon mobs need more skills (specifically, more single-target skills and gap-closers) and less health. The encounters need to hit harder and go faster. That kind of pace would not only make combat more fun and engaging, but it would also allow thieves to shine better since they would be focusing down enemies with health pools more proportionate to the damage that they can put out.
In your opinion.
Frankly, I find it hard to decide just what a dungeon should be as the experience varies on how you run it. How much HP or how fast things go doesn’t have any correlation to fun. Personally, I find randomness fun. Not knowing exactly what comes next or having to react on the fly. It’s why I enjoy PuGs a lot of the times.



