Throughout the days of gianthold, high road, and the more recent stormhorns and wheloon adventure packs, the developers introduced a tiered loot system where the loot would gradually improve with the difficulty of the quest.
With this system, more casual easy going players were capable of tackling end-game content at a more comfortable level, while extracting the respective level of endgame loot.
At the same time, high-caliber players mostly avoided the lower difficulty options because there existed a carrot, an incentive, an impetus to consistently tackle endgame content at its most challenging level.
Additionally, the more casual easy going folk had complete opportunity to team up with their higher caliber friends in order to equip themselves with some of the higher level versions of endgame loot.
This system maintained the longevity of content throughout the entire endgame population. The likes of gianthold and high road were visited ad nauseum in order to acquire the different levels of treasure. Today, the epic elite versions of gianthold items are still relevant albeit the newer content that has been released since.
Today, the developers neglect to recognize the importance of such a system in maintaining the longevity of endgame content. Abandoning the tiered loot system left the most recent content barely lucrative. All of the loot has been extracted through repeated normal zerg runs. The haunted halls, temple of deathwyrm, and fire on thunder peak would have kept high calibre players busy for months trying to tackle these challenges in order to acquire the treasures.
Now, the developers are yet again making the same mistake. Epic orchard does not have a tiered loot system. All of the highest level loot is up for grabs the moment we decide to steam roll the content. Longevity is a fantasy, and I bet this is the reason why we perceive the game as "too easy" - the developers stopped manufacturing any impetus to do anything above normal.
Return the tiered loot system, please. Everybody wins.