Leveling dungeons, normals and heroics are for learning.
Good lord, players like you don’t let anyone actually learn the game because you’re too impatient and turned everything into a GOGOGOGOGOGO fest where you get mad if normal Cinderbrew isn’t done in 5 minutes.
Unfortunately, they are a very bad environment for learning. Stuff just dies before it actually does anything, and you can stand in the fire for minutes and be just fine.
Ah yes, not only a troll but also a noob DPS player. That explains why your replies fail to grasp the simple concept of letting tanks group up mobs for AoE, which actually makes TW runs faster.
No need to be so extreme. Ask the Tank to pull bigger packs or pull some extra mobs yourself to show them that it’s not difficult and that they don’t need to be afraid. If they still don’t want to follow the pace that the majority of the group prefers, just move on, leave the Tank behind, and finish the dungeon. In TW, we can handle the mobs without needing a Tank all the time. It’s up to them to decide whether they want to keep up or not.
I’ve never started a vote kick just because the Tank was slow. I don’t like it, but for me, it’s not a good enough reason to kick someone.
I remember playing as a Frost Mage last week and joining a group with a really slow Tank. I pulled some extra mobs and killed them in seconds, and no one argued or started a vote. The Tank just followed the group, and we finished the run without any issues.
I think there’s a huge piece that many are missing.
There’s dungeon etiquette. We each have our roles. That’s the reason no one can go into a dungeon without a full group consisting of a tank, a healer, and three DPS…when queuing for randoms. If the game masters wanted it any different, they wouldn’t have placed that limitation.
There are ways to avoid being with slow or irritating players…the vote to kick system.
It is NOT the role of DPS to run ahead of the team and mob. That’s literally the tank’s job.
The only time the tank should give up their lead, is if the group comes to that conclusion or the tank offers it up because of lack of knowledge.
I’m not sure what is going on with many of you, but this is how it’s always been…and I’ve been playing since Crusades.
Tanks shouldn’t concern themselves with DPS too much. Talks should concern themselves with getting hit and staying alive. They need to pay attention to how effective the healer is as well.
DPS just need to focus on killing the stuff as quickly as possible.
The number of times I’ve seen tanks pull only what they think they’re capable of dealing with our running back to finish a mob in the back is too many.
It feels like it’s easier for me to keep a tank alive if they do one massive pull instead of one pack at a time. And I don’t think many tanks consider that the healer will keep them alive… they can pull more than they’re currently doing.
I’m not happy about how the gameplay is but that’s what it is in these dungeons. Grab four or six packs, quickly, get them on you, and then sit still until they’re dead, then do it again. One pack at a time is miserable and the ones who simply don’t stop moving ever are equally miserable when DPS pull aggro.
Also, DPS, if the tank is gathering packs, don’t start trying to pick them off until the tank is settled.
Those are my unpopular opinions.
Gather, burn, recover/loot, repeat.
If the tank is a twink and can solo the dungeon, pull to the boss, kill it even, and then wait for everybody to catch up before moving on.
Kicking the Tank because of their pace or having to leave because of it seems like an overreaction, especially when it’s easy to move on and finish the dungeon. Instead of causing a 30-minute debuff to the Tank or yourself, how about just moving forward?