I’ve been having some bad experiences with a lot of groups trying to skip mobs. Sometimes in some very convoluted ways and then it ending up making things way worse and costing everyone even more time. Tbh I wish groups would mostly just play the dungeons straight and deal with the enemies then move onto the next one. Another thing that I find it irritating about skipping mobs is that sometimes if someone dies it sometimes makes it much harder for them to get back to the group.
That said. Not all skips are equal. Some are easy and low risk. Some don’t pose many issues for people walking back to the group and there plenty of times were skipping is genuinely the better choice. But I found it to be very risky when doing the Motherloade.
If it requires nothing more than walking past a pack, I don’t mind. Like taking the back route to 3rd miniboss in Priory, that’s fine.
Terrain hopping like in ML is just miserable, someone is gonna get stuck or buttpull or not know the precise path to take and if you screw up a skip then that’s a wipe every time.
Luckily in ML it’s right at the beginning so everyone can attempt the dumb skip and abandon key if it fails. Don’t even have to feel bad about leaving, if the keyholder wants to do fancy crap like that they can do it in a full premade.
Thats exactly what happened in a group I was just in. There were trying to hope over the stone wall and someone ended up pulling a mob then there was asking us to die then just hope over the fence again, but navigating that thing was annoying. Then more pulls happened once over it and people just kept dieing. It was a mess.
I do, specially at lower levels. like you are doing +10, and they are coping some 3400+ io streamer route/talents etc. lol its hilarious. Its just a +10 you will time it regardless skips or not.
Skips were far more prevalent in previous seasons, and they save too much time to not make use of. At least death skips aren’t as common as they used to be
Had a tank try to pull that mech after 3rd boss on to the boss…was the first time seeing that. I mean after we rezzed the healer because the bomb spawned damn near on top of them and blew up instantly, things worked out.
Given 3rd boss is basically a training dummy that honestly seems pretty reasonable. I wonder if there’s a way to route it so you only have to pull the double mechs before the boss + some goblins / bombs. That way you can do 3rd boss to 4th boss in one pull.
Also the mechs I was referring to were the tear gas ones. Ideally you only pull the one before 1st boss.
Soothe the pack to the right at the start cuz it gives almost no count and is mostly ranged. Run straight to the dance floor and lust. Hop over the wall, go left around the back of the trash, cut across when the mech is patching the other way and pull a pack with the pack before boss. Do 1st boss. Trash up to 2nd boss. 2nd boss. Clear basically all the mastermind area chain pulling as each mastermind dies.
Then from there if you can get to the top of the hill without pulling a mech, you could do mech with 3rd boss and then everything to razdunk in one go.
If you can’t then I’d do 3rd boss on its own, then tank run and get 2 mechs + a bunch of bombs and goblins to play in 3rd boss room (This lets DPS outrange fixates), then play the two at the top of the ramp.
Obviously this is for higher, more organised keys (Though they could still be pugs).
Guild group introduced me to it on my 10 which I found it quite neat. I rather like skipping almost the entire first part and catch up after 1 boss in percentage for mobs are much easier and faster to deal with without worrying too much.
First time +2 a 10 and it was one of the skips which actually made good sense in being efficient instead of annoying.
The dungeon plays extremely differently to how it did in bfa. Back then you got 85% count before 1st boss and death ran / skipped through everything else. Effectively turning the dungeon into a boss rush.
Between ToP, Mechagon, DFC, and Rookery there’s a lot of linear uninteresting dungeons. Motherlode and to a lesser extent Floodgate are a breath of fresh air.
DFC is another anomaly. Kind of crazy that the first part is by far the hardest part and if you get through it you’re practically guaranteed to time the key unless your healer is mid.
Regarding Floodgate was timing a 10 once where we were so ahead the guild group tried to skip bubbles for fun. Almost worked…Lost nearly 2 mins but it was a guaranteed time anyway so it was fun.