Darvin: A big thing we were looking to avoid was the clustering together of enemies, creating large areas of wasted exploration and essentially creating these difficult fights for new players who wouldn't know better than to explore everywhere. It took a while for us to actually understand that problem, seeing as we don't really play that way ourselves anymore (and neither do you), it started as a slight feeling of "boringness" to particular dungeon layout styles.
Again, we hope this feels better, if it turns out that it doesn't, we have a lot more control now and can tweak accordingly
