Had posted these thoughts before but couldn't find to bump.
Basically there's a handful of dungeons with 1 fight that's exceptionally harder than the rest of the dungeon. Examples: Paladins in Warriors Abode, Earth Elementals in Snake Pit, Ezelberoth boss fight in Daemon Home.
With those fights, it's un-fun if you're level appropriate to the dungeon, and the dungeon is also boring if you're level appropriate to the those specific fights (i.e. Ezelberoth is a great boss fight but the rest of the cave is just trash fodder).
My suggestion is to either bring those fights down in power level to match the dungeon, or bring the dungeon up in power level to match those fights.
I agree with the earth elementals in snake pit. Can't comment on the other two. Haven't done them in a while.
Completely Agree. This is one of my big gripes with this game. The dungeon content seems like someone dropped a bunch of mobs on the map and called it good. They didn't run through it enough to get a good feel for how the dungeon plays. Not all of the dungeons, but most of the ones I have played are like this. Spikey difficulty and a lack of a "Theme" or story or something to make it more than just a bunch of mobs on a map.
Sometimes it seems like someone plopped a bunch of mobs on the map and said, "yeah that fight is going to be hard!" and left it at that. Did they ask, "Is this fun though?" Did they ask, "Does this dungeon flow from fight to fight with a ramping difficulty or is it like a road full of potholes in San Francisco?".
There are a couple dungeons that have good consistency but they are mostly low level Sierra dungeons from before. I would love to see someone go through these dungeons and change them to be more consistent and give them more of a "fun factor" than just dropping 6 mobs on a map that don't really make much sense but "Dam that's a hard fight!".