If you are dizzy with all the recent changes to the game, allow me to add one more thing to your radar. Content Designer Robert Hrouda hit up the Guild Wars 2 blog to lay out what the studio has planned to make dungeons more difficult, and more enjoyable.
The first of the two changes is in place as of yesterday's update. It involves changing the waypointing system from PvE while in a dungeon. Instead of being able to respawn at a waypoint as soon as you go defeated, the game will now force the entire party to wipe (or leave combat) before a player can rez. This change will stop dead the current tactic of "Rez rushing" certain bosses by pulling them near a waypoint and just constantly respawning until the players eventually whittled them down.
It will mean that dungeon content will require better teamwork, and rezing downed players will become much more important since going defeated will now mean that player is out for the entire fight. I think most high end dungeon runners agree this change is for the better. Encouraging players to do the content as designed and not circumvent the challenge should be a long term boon to the communities forming around certain boss encounters.
As for encouraging players to do the content as designed, Robert also laid out some future plans for dungeons. Specifically he discussed reviewing every enemy and boss encounter to ensure they are fun and rewarding. This seems in response to the current trend of skipping the trash mobs in dungeons, as well as the avoidance of certain boss paths since some bosses are just notoriously boring to fight. My hope is for smaller health pools and more interesting mechanics. Nothing is more annoying as a dungeon runner than a boss that has an easy to dodge attack chain with a huge health pool.
No dates were given for the second changes to take effect. Most likely because ArenaNet doesn't know how long the process will take internally to polish the encounters. Stay tuned here for future details as they become available.