So basically, you ignored everything I said back there right?
The problem isn't that we don't understand casual content. It's that you don't understand or are simply ignoring what we are saying.
I'm not sure if you realise, but the bit in bold is exactly what we are arguing for as well.
You go on to talk about people struggling even in Shinryu story mode. Why do you think that is? I don't think it's because it's too hard, because frankly it isn't. IMHO I think it's because there's absolutely nothing else in the current endgame leading up to that to prepare them for it. This step up in difficulty is even more apparent once you go up to Shinryu EX. This has been the case since HW (As you've observed) and this is why we are kicking off about this as well.
Once again, you're not listening to anything we say are you?
Let me try and put this in a manner in which you might actually take note:
LEVELING DUNGEON BOSSES ARE *NOT* THE PROBLEM
EXPERT ROULETTE DUNGEONS BOSSES *ARE* THE PROBLEM
/cough, I hate shouting, it's so rude, but sometimes a Lala's got to do what a Lala's got to do =(
Your example of the boss at the end of Bardam's is a decent boss and you know it, thus why you used it as an example to try and further your agenda. It's dangerous both through decent mechanics and solid damage output that you can't really trivialise it through gear thanks to level sync. This is not a boss that anyone here is suggesting needs to be tuned, so you can stop trying to use that as an extreme example for your silly little forum games already thanks.
Now for a comparison, lets look at the bosses in Kugane Castle. It takes multiple failures coupled with a sleeping healer before there's any risk of anyone dieing. The only way I've seen anyone die in a manner that a simple Regen couldn't keep them alive through everything is on the Ninja boss with the tile flip move, it is possible to get hit by both tile flips and that will kill you. But that's also quite an impressive (and amusing) trick to pull off, hardly a fair example.
It's quotes like this that make me believe that you literally have no grasp on what you are talking about.
Hang on, let me get the 72pt bold marker out again, I think it's needed here:
MAKE THE MECHANIC *EASIER* TO ACHIEVE BUT ALSO MORE PUNISHING WHEN YOU FAIL IT
Believe it or not, there's actually more to an encounter's difficulty than how much raw damage it throws at you. For example, if we take Hashmal's extreme edge attack and simply make the cast time several seconds slower, it would become noticeably easier despite still being close to a one shot. The endgame in ARR was far more simplistic than what we have now, it certainly wasn't a pushover by any stretch. Titan HM and Susano EX are similarly challenging encounters when you consider how they were when they were relevant fresh content. One is simplistic but highly punishing, the other is far more complex but also much more forgiving at the same time.
This same mentality has carried over to dungeons in an even more extreme manner. Have you ever seen the WaterPony boss at the start of Skalla done entirely cleanly with no debuffs getting thrown around? I'm fairly certain I haven't. It's actually pretty challenging for everyone to place their puddle and position their tether in a manner that they're not going to hit themselves or the rest of the group. But then it just doesn't matter so very few people bother with it. It's pretty routine to see 5-6+ debuff stacks and it just doesn't do enough for anyone to care.
Until you grasp the various nuances of encounter design, then I'm afraid your knee jerk comments and cherry picked examples hold no water with me.
I'll look forward to seeing the log.