You have just posted a great post about the complete contradiction posed by a great many burned out and/or bored end-game players.
They don't like trash, don't want puzzled, don't wantdungeons to take time, and don't want just a boss fight. But they do want big dungeons (presumably that can be sprinted through while avoiding all alternate paths, puzzles and trash which would slow them down), they want harder fights, but not fights tha take too long, and the drops must be good enough to entice them to run harder boss fights...etc... It's a complete contradiction, and i my view players such as this should not be playing this game because they really don't like the core gameplay and encounter - aka Dungeons.
They are, but you encountered the revisionist, some might say elitist, point of view that says that the MSQ events are just there for bads, and the raids and EX primals are the only real fights in the game, MSQ mode is just easy mode for noobs and bads. Of course, it's not true, the MSQ is 'canon' everything else is an optional challenge for those who want a challenge unless it's too hard (such as Alex Savage), or doesn't drop extra phat loot to make it worth running. Otherwise why not just idle in Idylllshire....?
I don't expect my post will be well received by many. Ah well...
Personally, I like dungeons and would like larger dungeons with alternate paths, roaming mobs, respawning mobs and puzzles, but then I though that was kind of the point of adventuring, not just rushing the boss. boiling everything down to a boss rush makes it completely one dimensional and boring. I loathe speed runs, and completely dislike the fact that for level 50 dungeons the ilvl/level sync is so weak that we can essentially ignore most mechanics. Mechanics are what make Boss fights fun, because you employ the strategy needed to overcome the mechanic. Not so any more, now we just burn them down, and over-gear/heal through what were once party wipe mechanics. Perhaps I come from another age when people played games for fun, and now we only play them to cap tomes. Well, I saw we, but I don't cap anything, ever, I'm too busy playing and having fun.
I agree completely. Previously this suggestion has been shouted down by players who whined that doing this would make it harder for them to speed run content to farm light for their Relic..or to cap their Tomes. The result is content so mind numbingly easy that the same players complain bitterly about the game being too easy, but suggest making dungeons sync more strongly to preserve difficult and those same folks will shout from the highest peaks how that will ruin the game for them. I really wish that SE would stop listening to those voices, they hurt the game more than they help it.
You must have played different versions of AK or PS. Pre-nerf PS required actual thought and strategy, but since most groups didn't want to do that, PS in particular became the poster child for dungeon content that was 'too hard'. AK with the original Demon wall was similarly chided over difficulty. I remember running them both, long before I hit ilvl 90. AK requires some thought and strategy, even the trash pulls had to be approached correctly, and the demon wall absolutely requires teamwork and strategy. Pharos was a great dungeon, but it wasn't so great if the DPS didn't understand and/or play the mechanics right. Ultimately both were nerfed and powercreep resulted in them becoming what you described. Original AK and original PS were not snooze fests, assuming of course that you actually wanted to be there instead of standing in More Donuts.
You're meant to have fun, running them with friends....that's meant to be a reward too.
The original ARR dungeons were not like this, and the level 50 ones were not entirely like that either. If ilvl sync forced gear to the level of that which drops in the dungeon, all those overly easy dungeons would suddenly become challenging again. Perhaps too challenging for some. So we'd probably have to give a 20-ilvl margin in Sync...
Overgear is a terrible thing, but like the OP said players don't want challenging trash. So even if level sync was tighter and you had to actually play the trash, people would just complain about the time taken and the effort required and that their uber-gear was nerfed by Sync...