Speed running dungeons needs to end

Exactly this, the mentality of speed running dungeons has always existed, but Blizz encourages and rewards that mentality with Mythic+ which has, IMO, made it the norm instead of just something that some people do, they have made it an accepted and now mainstream style which has made this game worse IMO.

To those saying, find a like minded group, that advice works both ways.

I use to love running dungeons back to back, now when I get into a group that insists that we need to be done 10 minutes ago, I actually end up getting through 1 maybe 2 dungeons like that, and I have to log off and relax, when my original intention was to log in, and run a dungeon or two and relax.

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If, as many posts complaining about rushing say, almost all the groups they get in are rushing, then that’s become the larger preference in the community and using the general queue, one should expect that.

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The forums are a very small part of the community.

I find most folks in game to be congenial.

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the new motto:
you pull you heal lol

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They generally aren’t complaining about people being mean as much as they are about people going fast.

And, yes, it’s the smaller group of people wanting to go slow complaining.

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Honestly I think you have the cause and effect backward. Blizzard created an official timed dungeon mode because a lot of the community was already speed running as fast as the game would let them. You said it yourself, the mentality has always been there.

The reality is that Blizzard used to design classes and dungeons to require things like CC which slowed the game down a lot. The reason groups largely pulled one pack at a time in Shattered Halls in TBC when there was a timer for max reward was because the packs were dangerous enough that it caused deaths fairly frequently and tanks couldn’t solo the pack down from 50%.

Come Wrath and we were running The Nexus in 10 minutes because even in terrible gear the group could survive pulling 4 packs at a time and AOEing them down.

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So far your replies have been assumptions.

I say it’s about toxicity.

I can prove it within this forum post. “It’s small group complaining.” No these kinds of posts keep popping up.

Someone here said it’s a good way to get vote kicked out.

A general theme popping up is, you can’t have your way or “sounds like your problem.”

Revisit me when you actually have evidence to support your position.

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This is not true. We were speed running dungeons long before m+ was a thing.

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The dungeons were fun, but the tike commitment was terrible

Because a lot of their doubly-idiotic players love it and want it.

Sorry but this is yet another player-created problem. I was there in TBC when people screamed at tanks for not skipping as much trash as possible because OMG IM TRYING TO MAX MY BADGES PER HOUR U SUK DELETE UR AKOWNT

Totally agree.

I play to relax or unwind so when we’re running a dungeon fast in LFD (LFD!), I didn’t think I was signing on for some adrenaline to start going or for an adrenaline jockey.

Sometimes I just say to myself, someone’s on methamphetmines and I move on.

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unfortunately until the remove the timer from M+ and force the game to stop being faster paced the lower end of the spectrum will have tanks going through content as fast as possible.

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Not in a million years. :dracthyr_hehe_animated:

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Na, it doesn’t need to end…
This game is 20 years old most Everybody trying to get to the end game.

And honestly, who’s really dying that much?

There’s a discord channel for people that want to smell the freaking roses in dungeons join it and find like minded people.

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The playerbase is revolting!

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There’s a difference between wanting to stop and smell the roses and wanting to be able to actually engage in the dungeon. When leveling my alts in DF, it was common to get a tank that dragged every mob from one boss onto the next boss without a care in the world. When the dungeon featured a lot of unavoidable AOE damage, players would rot down during the run and the healer realistically couldn’t do anything to save them due to either not being able to cast the heal or threat from the heal.

Regardless how many players made it to the boss, the tank would be able to finish the pull without an issue then keep going, only for the same cycle to repeat until the end of the dungeon. In such runs, only the tank and DPS that could keep up and not get threat trying to keep themselves alive could participate; everyone else was just running or dead the entire time.

I’m certainly not asking for painfully methodical pulls where you setup CC on all but one mob at a time. And if the entire group agrees to run at that pace, that’s also fine. But when tanks are totally indestructible even with low gear that they aren’t punished for pulling this way, a lot of people who have no interest in such style of pulls yet are stuck in that group lest they take a deserter debuff are left with a miserable experience.

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Then find like minded people that want to go really slow in the dungeon.

There seems to be a plethora of people that want to go granny mode in dungeons.
On these forums start a community.

Be the solution.

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Why? You haven’t provided any to support yours beyond a small number of a small group of the population complaining. Using your logic, every post in favor of going fast is evidence enough.

It’s also a stretch to say that recommending people find folks who want to play the same way so they can have fun is toxic, which is the majority of responses from the go-fast crowd in every one of these threads.

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It’s very, very simple.

Players will go as fast as they can survive. The less threatening the content, the faster they will go.

What level are Heroic now? 389? Something like that? Less?

You have 420s incentivized to run Heroics, because they can get crests for an upgrade and, especially at that level, Heroics are trivial content.

TW doesn’t scale very well, so, again, most players are OP, and the weekly reward offers them an upgrade. Even with lower level characters, the group can blaze through the content. Even with chain pulling I don’t think I’ve ever recently seen a healer cry out that they need mana in a TW.

You may think that M+ rewards speed, but, rather, it rewards power, coordination, and encounter knowledge. It rewards clock work precision group dynamics that manifest as speed. But speed is not the direct goal, rather its the only way to measure the group dynamic. If a group succeeds within a particular time frame, they could only have done that with appropriate power, pathing, and encounter execution.

M+ is scaled to punish groups that go too fast. As much as it rewards speed, it punishes failure. A couple of group wipes, and the run is broken. So it’s a razors edge. That’s one reason folks like it. As much as they want to burn through these instances, they like that they’re on the precipice of disaster, they like working like a well oiled machine and triumphing.

But lower level content does not scale, yet attracts high level players who can afford to be fast and sloppy, so they are.

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or maybe like a way to solid snake box across from the mobs.