Its probably the best bet.
When people want a free range on insulting everyone around them and do not want clap back. Its best to ignore everyone that disagrees with you.
Its probably the best bet.
When people want a free range on insulting everyone around them and do not want clap back. Its best to ignore everyone that disagrees with you.
I did, and it is done.
Yeah, personally I saw nothing wrong with what you said. Some people are just touchy.
Or… Blizzard could change that.
What always amuses me about this kind of debate is that you all assume that it’s a law of nature to mix these two audiences with opposing objectives.
Make the dungeons solotables, and that solves all your problems. Doing them as a group would give more rewards, more exp, more loot.
The only way to stop it would be to buff the damage in dungeons. Make mechanics matter and properly tune dungeons.
Things also die too quick in dungeons. Some spec can barely engage with leveling dungeons because of this.
Doing both of these would also kill dungeons for leveling because then they wouldn’t be good experience per hour. So they would also have to buff the experience gains.
Players go as fast as the game allows, it has nothing to do with mythic+.
Leveling dungeons are so toothless and player power is so high there is no reason to not pull 5-7 packs at a time. Tank is immortal, dps don’t need to regen resources, and healers don’t really need mana so why pull less?
People will slow down when the game makes them slow down, which would require many unpopular changes to dungeon difficulty (buff) and player power and mana regen (nerf).
And so many low levels are alts of people who have done the dungeon many many times so they know where to go and what to do.
it can’t be stopped. a large number of us will always run the content as fast as possible because we enjoy doing that and because there’s no advantage to taking more time to complete a given dungeon.
I think speed running is not a Blizzard issue but a player issue, making the dungeon harder or the mobs do more damage is not the answer, it’s gotta come from the players. You need to fundamentally change the mindset of some of these players.
I’m a tank, In my runs, I decide the speed of the runs, based off my healer’s capabilities. Personally I don’t rush runs, and are somewhat reasonable when it comes to pulling. My guild is happy with that, so are the pugs I have run with (I haven’t had any complaints).
While I agree, a decent pacing is good, OP has a point of the rush mentality is just toxic. Always has been, since ye olden days of WoW. It’s unfun for a great many people. A good portion of healers are tired of chasing down a tank that has no want to slow down even in the slightest, even when the whole group has asked them to chill a bit. And yes, I have seen it happen. People actually talked in a dungeon before. Amazing I know. Frankly I refuse to heal anymore because of the rush mentality. I despise having to try and keep up a tank that wants to go mach 4 through a dungeon, while trying to keep everyone else alive because the tank doesn’t know how to pull, get aggro, pull. They hit one thing once, and continue on. DHs are the worst of it, thinking that their aura is enough to hold any real amount of threat as they blitz past things.
People blaming m+ are laughably out of touch this was a thing well before that with wrath, and then finally satisfied with challenge modes. Y’all just haven’t paying attention for the last 10+ years.
I was doing time walking last night on my bear and vdh to level them up. I just ran through everything pulling from boss to boss. There was no need to stop because the little threat I got on the way through gave me enough threat to hold the mobs until they died and the mobs couldn’t kill me.
I’d be forced to stop and fight a pack of I was in more damage or had to deal more damage for threat. Yes I would still go as fast as possible because I don’t want to be leveling. I want to minimize my time in those dungeons.
i feel like a lot of people here would be happy with a system that rewards more loot the slower you go. maybe if you beat the timer you get no loot. if you’re 10% over you get one piece of loot. if you’re 25% over you get 2 pieces. if you’re 40% over or more, you get 3 pieces.
would people like that? why or why not?
lol, and Monks, that stupid torpedo thing they do.
Yeah no, monks are notorious for it too. It’s not hard to spend two extra seconds making sure threat is had firmly, and then move on. I wouldn’t hate the rush mentality nearly as much if they just did that. 2 seconds is not so much time that it will matter in the long run.
People here would be happy yeah because they don’t really like the expectation to play well, they make it clear on a daily basis. Doesn’t mean it would go over well with players, I think encouraging players to spend as little time as possible actually playing the game or being good at it would just end it quicker.
Groups would impose a silent AFK on entry rule and agree upon a number at some point within a week that’s deemed most time efficient. Players here would instead cry that instead of encouraging a zergfest gameplay, you’ve encouraged a “Afk for 15 mins, then finish the dungeon in 5” mentality because that zerg mentality would just get backloaded. The point is people don’t like spending time beating on content if they can do it faster.
I’ll be legit with you here and you probably don’t want to hear it but in a party there are five people. You have a moral obligation to make the experience of the other four as painless as possible, this includes playing effectively and not actively griefing them by playing something wildly inefficient just because it makes you happy. It’s rude and inconsiderate to the other four to play poorly, plain and simple. People who feel it’s on others to be accepting of their decision to be inefficient are just rude people with no consideration or empathy. Even worse, people who try to impose that standard on others just because they hate an expectation being on them, but they can have expectations of behavior on others…
The desire to run quickly can’t be stopped, but the behavior can be heavily altered with mechanics updates. We went from slow and methodical to speed back to slow and methodical with TBC into Wrath into Cataclysm. All it took was Blizzard changing how powerful players were in relation to the dungeons. If rushing through a dungeon didn’t net success, players would adapt to slower gameplay.
We’ve literally seen the pace of dungeons change extension to expansion through power level changes. It might create more issues than it solves to do so, but Blizzard absolutely could force pace changes. If tanks couldn’t survive pulling more than 3 groups, they wouldn’t keep attempting to do so.
We actually saw a perfect example of this in TBC. Shattered Halls had a 55 minute timer where you’d get an additional item that was better for most than what otherwise dropped in the dungeon. Despite there being an incentive to go fast, most groups pulled no more than 2 packs at a time with heavy CC. That’s because while the reward for going fast existed, most groups would wipe if they pulled faster.
I do agree with your assessment on the side of players not knowing how to be effective. But it’s a two way street in terms of being a tank and how you pull. If as the tank you’re running boss to boss without any regard for the state of your party and they struggle to keep up or are dying because there is incidental damage the healer can’t undo on the run or will get threat, that’s also not great. There was literally nothing I could do last week in Throne of the Tides on my DK to prevent myself getting locked out of the last boss room when the rest of the group used speed boosts I couldn’t take even if I wanted.
I think the issues with your take is that it assumes we go backwards with dungeons. There are many ways forward that would require some trial and error just like Mythic plus did. To say Mythic plus is the only answer or we nerf everyone is a bit narrow and convenient if you don’t want to saddle Mythic Plus with influencing the games dungeons in a negative way.
Could you offer some suggestions?
nah man, even the speedrunning in classic wow right now is totally different than the chaos going on in retail. It’s way outta control. There is more to m+ that I believe is unhealthy for the game other than speed running too.
What do you feel about M+ is unhealthy for the game?