You know, one thing I've been wondering about a lot lately, is why on earth they did this whole "random" Battlefields thing in the first place. Here are the facts, as I understand them, someone please correct me if I'm wrong:

(1) The ground-level in the Battlefields is statically generated, it looks the same for everyone. The only difference is which quests you get from which merchant, but really it doesn't matter since they're all "kill this monster" or "retrieve this item".
(2) In the dungeons, the walls and containers (barrels etc) are all randomly generated, but it's basically always the same in that you have 2 levels of a certain size with a bunch of boring rooms, always with a bunch of the same monsters, then a 3rd level that's pretty small with 0-2 quest items/monsters in it.
(3) No monster respawns occur.
(4) As a result of trying to implement this "randomness" (which really just means random dungeon walls, when it comes down to it), the amount of bugginess in this game is utterly insane. Like 80%+ of the bugs in the game pertain to the Battlefields, and we've had attempt after attempt by Larian to fix them all, with little success thus far.

Would it not have been logical to just ditch this whole random dungeon walls thing, and create each of the Battlefields as a normal, static area?

Is there anyone who actually thinks the random dungeon walls in the Battlefields dungeons actually makes the game more replayable, or whatever? Yeah, I'm going to play the game over and over, because each time I do, the wall configuration in the Battlefields dungeons are different. Not only that, but this time instead of retrieving the bull's axe of the fox, I get to retrieve the cow's axe of the lemur or whatever. Excitement.

So, assuming everyone agrees that random dungeon walls don't make the game more replayable, what was really the point of this whole "random" bug-creating exercise?