A majority of times I am running dungeons I find myself backtracking through cleared content to run back to some objective that I missed. I am missing these objects because I don’t know if I am delving deeper of the dungeon or if I am exploring the forks of the section I am in.
In contrast diablo 3 had a general direction which you travelled the whole map. If you started to trend up and to the right, that was a good way to continue to go. This wasn’t great either however you could develop a rhythm. The exception to this were maps where you would have to “Activate all objects” which were annoying to handle and essentially what we have now in Diablo 4.
I understand these dungeons are static and this will improve as we memorize these dungeons, however the fact that they have no intuitive design to them will make them not very enjoyable for new players as they will lead to a tremendous amount of boring backtracking just to get an objective you might have missed.
Perhaps like diablo 1 where the general game looked more and more hellish as you progressed through the game, the dungeons can become more Infected Looking, or contain more Burned textures, or more Bloody, which would indicate both an increase of difficulty (which could exist) at the end of dungeons versus the start, as well as that you shouldn’t take certain paths that show these visual indicators if objectives are not complete.