Originally Posted by
Shurrikhan
Which is because of...
(A) hating the idea of dungeon being potentially longer than the standard 12-15 minutes,
(B) hating the ability to vary the length of dungeons (possibly having conflicting wants, etc.), or
(C) not finding the rewards sufficient (because they offered less reward-per-minute than not doing them)?
Those different reasons produce different best design outcomes. They should NOT be conflated with one another. {X lacks sufficient reward-efficiency to be considered worth doing} =/= {X must not be fun}.
I have never made the case that players couldn't, nor that they shouldn't, speedrun content. I'm not sure why you're acting like I had.
To continue with the side-rooms example (which were not my suggestion anyways, but whatever), if the rewards for doing side-rooms were proportionate, yes, it would become optimal (if only by a slight margin) to do said side-rooms for those with non-instant queues whose time between runs can't productively be used on other tasks.
In the content I actually had suggested, I gave no expectation that players would not speedrun the content. I pointed out merely that I'd like, say, for the difficulty to increase over the course of the dungeon in ways that spending additional time in the dungeon could deal with (such as through acquisition of key items, NPC allies, etc.), and rewards to be varied such that parties could have varying optimal routes. A Savage BiS groupl, for instance, would likely speedrun right to the end, while a less skill and/or min ilvl group might farm gear and acquire key items or the like that'd make the final fight easier for themselves. And, yes, I expect some premade groups might even use that Delve for rep-grinds instead. Etc., etc. The point is just to offer a new form of content that, more like a pseudo-zone able to provide whatever one might expect that setting to provide, would meet varied needs instead of being useful only for specifically gear/glam grinds and/or tome grinds in an inflexible proportion.
Which is all still secondary to just having a form of content that would be different from just the almost wholly sandbox grinds of Exploratory Missions on the one hand and from the interchangeable hallways sprints of "Dungeons" on the other and could thereby offer more for players to enjoy.