I totally have Stockholm syndrome from running Iron Docks so many times. I still giggle at the voice acting.
"That's what I do, I think good." lol gold
Shadowmoon Burial Grounds is so much better than say Underbog and it's not even close. Auchindoun is tedious. Slags too but luckily you can avoid either or by swapping loot specs or slot you're farming. TBC needs to offer all those sockets cuz the dungeon layouts, footprints and floorplans were absolute garbage when compared to a more modern xpac. Escape from Durnholde, yikes.
This could be a good argument topic, but I don't want to scare anyone away. I'm a TBC baby and hold the xpac close to my heart but WoD dungeons > TBC all day for me. You?
I will now write an essay.
I started playing during the Mid/End of TBC, therefore I'm extremely biased and rose-tinted when it comes to trying to scrutinize them. Having that many dungeons and the heroic difficulty with gems, daily quests, new enchants, etc were absolutely fantastic for me. That being said, having gone back through them a few hundred times I do see a lot of the cracks and crumbles when it comes to their design.
Mobs required either some form of CC like Frost Trap OR they required interrupts / focusing. A good example are the mobs in Sethekk Halls which drop the MC totems. Another example are the abyssal mobs in Mana Tombs which don't even have a fear cast, they just do the lifted-arm animation and do an AOE fear off it. In retrospect, all we'd have to do was pull these mobs back to a safe area but this was back in the late 2000's and we were all hurpy durpy kids. Escape from Durnholde was fun for the first few runs of it, but the RP became so ungodly tedious. Other dungeons, like Blood Furnace and Shattered Halls were just straight line corridors with right angle turns to help break up player's LOS. These don't hold up by today's standards and the difficulty was just based around numbers and not tactics due to it being the Wild West of encounter designs.
THAT BEING SAID, things (IMO) didn't really improve until BFA in terms of philosophy (but not design, that happened in DF) where they started to pump out asymmetrical designs. I think Freehold is garbage and any form of backtracking shouldn't exist in a dungeon, and De Other Side is a perfect example of why backtracking is silly, retracing your steps feels like a cheap M+ trick. Players being required to play around a boss's mechanics I think is a good way to raise the overall skill floor since the only way to teach people things is to make them face unavoidable consequences (insta-death, 99% damage reduction, slows, etc. Do the dance or be punished.) I still think dungeons lack a lot of these things, I think the Collector fight in De Other Side does a good job of making sure players know they MUST do something, and the Manastorm fight as well.
With all that, I think that certain TBC dungeons far outshine WoD dungeons, particularly Ramparts (which feels "perfect" for dungeon length and easy way to exit) but something like Auchindoun far outshines Escape From Durnholde. Overall, I think TBC dungeons eek out slightly ahead but only by a .01 factor.