Speed running dungeons needs to end

My god, read the 1st sentence over & stop trolling.

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The only answer is to find a group of people who also want to go at a slower pace. Other than that, just skip it. I haven’t done group content in years and I’m happy with it. :woman_shrugging:

The problem is player power as well. Tanks don’t have to worry about threat one bit, and dps have way too many defensives.

Dungeon design is so boring now as well, all designed around M+ basically.

Modern WoW isn’t a MMO anymore, it is a glorified lobby game more akin to Diablo 3 and 4.

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you’re aware that most complaints about speed running is about time walking which is currently BC dungeon design. Last I check none of them where designed around M+ in mind

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You didn’t read the first part of my post lol.

Oh shoot, you’re one the M+ super defenders.

Edit: Ignored!

well I’m pointing out the flaw of your statement w/ dungeon design is all designed around M+. Kinda fall off the waist side if you ask me considering that that itself is wrong

Thanks for showing that you have no clue what your talking about and can’t defend what you said babe :wink:

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Specifically what about the dungeon design is boring?

I know you wont answer this because you dislike it when your vague complaints are called out so that a conversation can take place.

Gotta keep that echo chamber pure.

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In my own experience Groups go at the pace of the group. Obviously the tank is the one who sets the pace. If the tank is good and geared, they can do what they want (as they should). If they’re not, then the group takes it slower or more carefully. I’ve experienced plenty of both of these, so tbh, I don’t see a problem. I enjoy and have fun in dungeons, regardless of the speed the Group goes

I have to agree. It’s no longer an MMORPG the way it was originally designed to be. It feels more like Diablo when it comes to dungeons and even raids.

Those of us who played tabletop D&D and played Baulder’s Gate on our Commodore 64s and then advanced to playing UO, EQ, and the original WoW released at the same time as EQ2. There was a term called Dungeon Crawl. I think that explains it all. There could be trouble at any turn. You had to be careful, that was thrilling. You could aggro too many mobs and die instantly. The thrill was working together, moving together as fast as the group could without overpulling and causing a wipe. True teamwork. That is how friends are made, communities are built. Not this impersonal Zerg fest that dungeons have become unless you are in M+10 and up. Yes, this sort of Zerg fest does happen in lower mythics and if you die it’s just rez and release but the group keeps going and doesn’t stop for anything unless forced to because it’s all about one objective. Time. Time is another discussion as well. What some players think will finish the dungeon faster (because they saw it in the MDI or wherever) will not work in a pug without communication, proper setup, and coordination. The net outcome will be a slower time when 1 player tries to “speed run” while 2 or 3 players assume the follow-along role not even being able to play their class. DPS is split, mobs are split, spells and abilities become less effective past X number of mobs (different for each class), etc, etc.

Players don’t work together now in the majority of the dungeons because they don’t have to. I’m not saying dungeons should take an hour but it shouldn’t take 5-10 minutes and be a follow-the-leader experience either.

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I much prefer dungeon crawling to whatever dungeons became in TBC, but really I don’t think they are going to swap it back after 15+ years. Retail is a different game, barely a MMO or RPG, which for some is fine, but not really for boomer MMORPG fans like myself.

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Blizzard also designed classes that can press a button to mitigate/reduce incoming dmg. You have barkskin, and could even run alongside the tank in bear form for more bulk. Gotta use your toolkit, not just 4 buttons in it

If the tank is dying; they’re stupid. Period. You only rush if you can handle it. You dont rush and then leave everyone behind and then get pissypants if you die. That’s moronic.

I’ have the opposite complaint. I tank solely. I don’t do anytihng else. If you see me getting ahead …it’s to get threat—dont’ start mowing down the mobs that are chasing me, pull threat and die and then get mad at ME. Nuh uh. Wait to DPS until I have them gathered up.

Everyone left is a boomer at this point, must be average age above 30?, i don’t know who enjoys this 150mph rush fest, like it’s trivial if the mobs are even there or not, feels absolutely pathetic.

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Unless I’m on my priest where I have to spec into a talent for fade DR which I won’t have the points for while leveling and everything else I could use to save myself will generate threat.

I get that a lot of people don’t use their full kits. But trying to dismiss someone’s concern because you think they are just not using it doesn’t make for an effective argument.

World of Warcraft is not an adventure, it’s a procedure.

We need adventure again.

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Agreed. Unless you’re with 4 other speedrunners, you should go at a reasonable pace.

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Random Dungeon Finder is intended for speed. If you don’t want quick groups, make slow groups.

The incentive to go quickly is the same as it’s been since vanilla: you get the same reward from doing the content, regardless of what speed you do it at.

Why would people want to take longer to get the same thing?

Pretty deep in the thread and i didn’t have the chance to read all 450+ posts, but I think it is pretty clear what the issue is: The dungeons are just way too easy.

  • A dungeon, regardless of mode, should not have appropriate geared members be able to solo a single elite.

  • A double pull should be a wipe for 90% of players and the top tier players who live should have to use all CDs to survive, perfect positioning, and strategic kiting.

  • A healer AFK for a few seconds should mean a dead tank unless they blow defensive CDs.

  • Adding timers as artificial difficulty is pointless if everything in the dungeon hits like paper and everyone is over tuned. Timers do not equal difficulty, and should only be used as a last resort.

If the mobs aren’t dangerous it isn’t a dungeon it just a waste of time for gear.

The best social times are spent talking to your group, thinking about the pull, discussing what to cc, and then executing. And getting punished hard when you fail to do so properly.

In the examples I gave above, a good group can go 2-5x+ faster than a bad group, but they will still be pulling strategically, using cc, etc. They simply don’t need to talk about what needs to be done, they just execute.

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I think they should heavily increase base dmg output from mobs, moderately increase their health and provide nearly every mob a way to cleave damage. Also decrease tank and healer damage inside of instanced content and against players.
Tune it so that
A: Tanks need to pull less mobs and use mitigation more strategically
B: If too many are pulled it can cleave and kill dps even if tank is sufficiently strong
C: Enemy damage output is smooth yet heavy so that Healers can primarily go back to only healing, leaving dps healers to specific specs

Thats just my opinion, i know not everyone agrees with that outlook.

Edit: you could also add a “suppression” mechanic that debuffs a targets defenses the more creatures are attacking it. Combine that with the other changes and you could make dungeons more dangerous without adding a ton of
100->0hp mechanics.

And of course increase the rewards or maybe make the rewards a little more fun/interesting for the time invested.

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