redspecter23 wrote: »I know for sure what I wouldn't do it put a door every 30 seconds forcing you to stop and clear out the mobs as an obvious way to force players to kill everything and I certainly wouldn't have each boss monologue for 10 seconds before you are allowed to fight them.
I personally prefer a simple setup. 2 mini bosses, one main boss at the end. Average groups should spend about 30 minutes in the dungeon while advanced players can clear it in under 10. That's the pacing I consider fun for farming gear. Much longer than that and I get bored with it. At least one of the boss fights should require a tank for even advanced groups. I'd steer clear of one shot mechanics as I'm personally not a fan. Yes, by all means smoke a dps or healer in one shot if the tank messes up, but targeting random players with one shots would be avoided.
Not all the drops have to be extremely useful, but at least one set should be viable and the helm/shoulder set should be at least unique with a 2 piece bonus that is more interesting than a damage proc or a buff proc.
Apologies if I didn't get into too much detail, but that's the sort of framework I look for in a fun dungeon I can run over and over.