It's the same thing in every instance.
The tank goes out of their way to avoid fighting as much of the instance as possible.
In Atal'azar, tanks go all the way around the two rhinos and their troll handlers in the center only fighting the groups on the side paths. Inevitably, a fear bomb sends a party member in to the rhinos. Why not just fight them? "They hit hard," is the excuse. What a crock.
In the Underrot, tanks try to avoid fighting as much as possible after defeating Cragmaw. Except for the group of skeletons in the tunnels which cannot be avoided. Two groups of two which are easily killed but tanks run around them to hit the boss.
There are pirate groups along the path to the first boss, Skycap'n Craig. But tanks will kill one or two groups along one side and avoid the rest running around plants and buildings. Despite that these are humanoid monsters that drop gold, cloth, and items, tanks won't attack them.
These are just a few examples of skipping content. I'm sick of it. I have only one max level character with the closest one just 115. I want the XP. I want the items and gold these mobs drop. Yet here I am following a tank along a back path to not fight. I'm not paying for this crap.
If politely asked to kill these groups, or even speak up that I hate skipping, I'm kicked. Then the tanks feel the need to whisper me oh-so-wonderful comments afterwards. Since I don't have a tank character high enough for the current content, I cannot tank these myself. But experience tells me that pulling everything gets you kicked as well.
I do not like playing the game like this. I wish I knew what was behind the dungeon design philosophy that has the developers making it possible to avoid "trash mobs" so easily. I mean, it almost seems as if players want their dungeons to consist ONLY of boss fights. So, why are these extra monsters in there?
Blizzard reps once said they're okay with this. Why? I'm not. Why is Blizzard okay with it?
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Yeah, I'm a proponent of killing everything that's a possible issue....so I'm with you...
but sadly...much of the player base is "every instance must be 10 minutes or less" ....
It's pretty sad..
but sadly...much of the player base is "every instance must be 10 minutes or less" ....
It's pretty sad..
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They're practicing the routes and runs for the M+ runs they will want to do. The addition of Mythic+ has meant that in order to run dungeons "the best way possible" you ONLY kill what is needed and you go as FAST as possible.
Compounded onto this is the fact there just seems to be a ton more trash in these dungeons and you've got a situation where most people want to play the dungeon the way the M+ players play it (super fast and skipping as much as you can get away with).
I also don't like skipping packs (including the dinos in the middle) unless it's some M+ run, and in those I assume we all know why we're doing the things we're doing (or not doing!).
Compounded onto this is the fact there just seems to be a ton more trash in these dungeons and you've got a situation where most people want to play the dungeon the way the M+ players play it (super fast and skipping as much as you can get away with).
I also don't like skipping packs (including the dinos in the middle) unless it's some M+ run, and in those I assume we all know why we're doing the things we're doing (or not doing!).
I pull slow and clear most of the trash when leveling or in heroic+ content at max. At least until I get a feel for my group's ability.
the better question is, "Why not interrupt them?"10/24/2018 11:21 AMPosted by TehrranaIt's the same thing in every instance.
The tank goes out of their way to avoid fighting as much of the instance as possible.
In Atal'azar, tanks go all the way around the two rhinos and their troll handlers in the center only fighting the groups on the side paths. Inevitably, a fear bomb sends a party member in to the rhinos. Why not just fight them? "They hit hard," is the excuse. What a crock.
Killing the pack in the middle offers no reward and take much longer to kill, so if they can be skipped why bother killing them?
I'd like to add that there isn't anything stopping you from creating your own group in Normal or even Heroic. You can run things how you want them ran in your own group.
Part of tanking is knowing the most efficient route.
I've been tanking for 2 years now and I do the same thing. Literally no reason to run the extra mobs if you already meet your required mob percentage.
Exception: if a group is not doing mechanics and constantly messing up, I will have to pull the non-required extra mobs which take longer.
Generally speaking, the most efficient path is the best one.
I've been tanking for 2 years now and I do the same thing. Literally no reason to run the extra mobs if you already meet your required mob percentage.
Exception: if a group is not doing mechanics and constantly messing up, I will have to pull the non-required extra mobs which take longer.
Generally speaking, the most efficient path is the best one.
10/24/2018 11:21 AMPosted by TehrranaIt's the same thing in every instance.
The tank goes out of their way to avoid fighting as much of the instance as possible.
In Atal'azar, tanks go all the way around the two rhinos and their troll handlers in the center only fighting the groups on the side paths. Inevitably, a fear bomb sends a party member in to the rhinos. Why not just fight them? "They hit hard," is the excuse. What a crock.
In the Underrot, tanks try to avoid fighting as much as possible after defeating Cragmaw. Except for the group of skeletons in the tunnels which cannot be avoided. Two groups of two which are easily killed but tanks run around them to hit the boss.
There are pirate groups along the path to the first boss, Skycap'n Craig. But tanks will kill one or two groups along one side and avoid the rest running around plants and buildings. Despite that these are humanoid monsters that drop gold, cloth, and items, tanks won't attack them.
These are just a few examples of skipping content. I'm sick of it. I have only one max level character with the closest one just 115. I want the XP. I want the items and gold these mobs drop. Yet here I am following a tank along a back path to not fight. I'm not paying for this crap.
If politely asked to kill these groups, or even speak up that I hate skipping, I'm kicked. Then the tanks feel the need to whisper me oh-so-wonderful comments afterwards. Since I don't have a tank character high enough for the current content, I cannot tank these myself. But experience tells me that pulling everything gets you kicked as well.
I do not like playing the game like this. I wish I knew what was behind the dungeon design philosophy that has the developers making it possible to avoid "trash mobs" so easily. I mean, it almost seems as if players want their dungeons to consist ONLY of boss fights. So, why are these extra monsters in there?
Blizzard reps once said they're okay with this. Why? I'm not. Why is Blizzard okay with it?
I have a simple solution to your problem.. Play a tank and pull whatever you want.
Fear wouldnt happen if all those 1337 dps werent staring at their dmg meters and interrupted/stunned.
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dungeons mob exp isn't worth going out of the way for.
yes they would since there are plenty of times where fears are instant or too numerous for even a whole party to manage interrupting.
Fear wouldnt happen if all those 1337 dps werent staring at their dmg meters and interrupted.
yes they would since there are plenty of times where fears are instant or too numerous for even a whole party to manage interrupting.
You earn significantly more exp per hour doing quests than dungeons.
10/24/2018 11:21 AMPosted by Tehrrana
In Atal'azar, tanks go all the way around the two rhinos and their troll handlers in the center only fighting the groups on the side paths. Inevitably, a fear bomb sends a party member in to the rhinos. Why not just fight them? "They hit hard," is the excuse. What a crock.
Ya, try fighting that pack this week, kill the 3hp non-elite dino babies in that pack and watch the rhino and archer bolster then one shot your group.
I ran a Normal dungeon last night on my druid tank for a friend, Waycrest, and I didn't even attempt to skip anything. I don't tank M+ so I don't need the practice. If it was in my way and could be pulled, I pulled it. Mainly because I know DPS don't watch their feet.
I agree with this, doing some dungeons for the first time, i can't even complete the quests because half of it gets skipped. Every single time.
I'm not a fan of the high density of trash combined with potential skips. It seems to me like navigating the trash is by far the most stressful thing about learning the routes of the dungeons as a tank.
Fighting the trash isn't actually "hard" but people get upset if you skip or pull something you're not supposed to. It's not a great feeling, and I suspect it's a big part of the reason few people actually care to tank in lfg.
Fighting the trash isn't actually "hard" but people get upset if you skip or pull something you're not supposed to. It's not a great feeling, and I suspect it's a big part of the reason few people actually care to tank in lfg.
10/24/2018 11:24 AMPosted by BogoThey're practicing the routes and runs for the M+ runs they will want to do. The addition of Mythic+ has meant that in order to run dungeons "the best way possible" you ONLY kill what is needed and you go as FAST as possible.
Compounded onto this is the fact there just seems to be a ton more trash in these dungeons and you've got a situation where most people want to play the dungeon the way the M+ players play it (super fast and skipping as much as you can get away with).
I also don't like skipping packs (including the dinos in the middle) unless it's some M+ run, and in those I assume we all know why we're doing the things we're doing (or not doing!).
Then they should save it for M0 runs. Not the leveling dungeons when most people need as much XP as they can get their hands on.
When I tank, I kill everything.
OP, if you want to run a dungeon a certain way then start your own group. There are people that like to do content like you. Good luck!
If your wanting to kill everything for XP, don't. It's NOT worth it. Never will be worth it. There's something called "Mythic Plus" in which the dungeon is timed and trash is a % count, alongside bosses taking up sometime time to kill too with affixes or mods that buff the dungeon, in order to plus your key up you must make it in time so you avoid what you do not need to kill, get over yourself and either adapt to it as this is what 90% of players do or find a new game.
We run dungeons like this also because we want to get out of there ASAP, we are not there to purge dungeons of all evils, we are there to kill the bosses and leave for another dungeon or whatever else for loot. Trash doesn't offer loot to gear us up so there's no need.
We run dungeons like this also because we want to get out of there ASAP, we are not there to purge dungeons of all evils, we are there to kill the bosses and leave for another dungeon or whatever else for loot. Trash doesn't offer loot to gear us up so there's no need.
bonus bosses dont give extra exp anymore. at least it doesn't show they do anymore.
People have been skipping packs of mobs in dungeons since vanilla, get over it
Mostly I don't mind force on trash I hate skippers mostly when I tank I clear a path case I hate moving in cramp stuff
if I on dps class, I may pull stuff mostly I say it his fault for failing the skip.
if I on dps class, I may pull stuff mostly I say it his fault for failing the skip.