Examples may not apply to T3.
- Construct strata half full of Jade Tangle and other wolver spam. Fifty wolvers and three lumbers per floor, sure glad I brought my alchemer!
- Ice strata with Deconstruction Zone. Literally an entire floor of fire status.
- Any wolver map outside of beast strata. Status effects are completely irrelevant when an alpha catches you, and nothing else is dangerous.
- Graveyard maps which, while fun, are everywhere and never change. At least give us skeleton variants for the strata.
- Jelly map in fire strata = construct map. Take out the Red Rovers and it's like playing T1.
- Danger room in poison strata = gremlin strata. Stun, fire, no poison.
- Danger rooms completely dominated by demo gremlins regardless of theme.
Every gate is full of random nonsense. If you try to be smart about resists you'll likely as not be threatened by every status effect besides what you expected. Drops don't matter; nothing is rare or valuable. Most maps are full of enemies that are either never dangerous (retrodes) or always dangerous (alphas). Every gate is the same.
Danger rooms everywhere are completely arbitrary, and do not relate to the stratum. I honestly think this is by design. HOWEVER. Fairly recently I was running in a elemental stratum, with a nightblade. So I should be looking for slime and goblin themed floors, right?
Wrong! After waiting for about 6 minutes to let the gates rotate to an orange icon (and the title of the floor to include mechanized mile, both of which indicate Goblin) I end up facing: elementally appropriate zombies, followed by constructs, followed by greavers! So in about four rooms of battle, I did not run into a single goblin, except maybe one mender!
My biggest complaint isn't things like graveyards, although it would be cool to have them match the strata, even in superficial ways. (Undead jelly graves. Think about it.) What does irk me is situations like you described: enemy types that are mismatched to the strata / floor outnumbering the designated enemy theme. Gun puppies are ubiquitous, and it's another example of why this game is elemental or die.