Have Anet fixed the balance of dungeons yet? I'm not sure if that's the question i want to ask, but the last time i played this was when The Fractals was released which destroyed the balance of finding groups for other dungeons.
I remember re playing again after a few months Fractals was released, and people was still doing Fractals over and over again.
Anet was aware of the issue, and was trying to figure out a way to make older dungeons worth playing again for everyone.
So have they sorted it?
They are sysetmatically going through the dungeons balancing them and improving boss mechanics so the fights are more interesting.
Only Ascalon Catacombs has been done so far, but it's much better for it.
The Spider Queen at the start is now actually a challenge, they've made it stronger, but lowered its health pool. So if you actually play well you can kill it faster, but if you mess up you're punished harder.
Same goes for Kholer, they've weakened his attacks a bit, and lowered his health pool, but he can now re summon his support, and he moves and attacks much faster. So the fight is much more dynamic now, you're not just stood wailing on him, then dodge rope attack, wail on him etc
The biggest improvement is the final bosses in each path, which all used to be pretty similar.
Now the NPC's you guide through the dungeon actually play a larger part.
For example on Colossus Rumblus, now when he does his seismic attack and causes the ceiling to cave in it hits everywhere, but the NPC you are with makes a shield bubble, so you have to make sure you are in the bubble while fighting or you get chain kd.
The Ghost Eater boss you actually have to use the traps that Detha builds now. When Ghost Eater spwans it has 'Ghost Armour' and the only way to remove it is to use ghost buster style packs to pull ghosts into the traps to charge them, then lure Ghost Eater into the trap to break his armour, at which point he's vulnerable to attack for a short period of time.
Howling King boss, now has a big sonic beam type attack that pretty much wipes out anything it hits, so you still have to try and stay behind him, but he also can't be pulled out of the 'arena' bit where he patrols, and while you are fighting him his howls alert other gravelings, so you are constantly fighting him and swarms and swarms of other gravelings , making it harder to stay behind the Howling King.
All in all they've made the dungeons require more teamwork and co-ordination to complete.
We personally didn't find them any harder as we already have a good dungeon running party, and we're all on mumble.
But there's loads of people on the forums whining about the changes because they keep getting wiped, and because they cant just faceroll and roflstomp their way past every boss any more.
Also, there will be a new dungeon added tomorrow for the final part of the F&F stuff.