Ok, that made me laugh.
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And yet we got Brackenhide, Nokhud Offensive, Academy, Neltharus and thats just Dragonflight alone. Shadowlands had the Market for example and BFA had Waycrest Manor. People minmax Raidtrash skips yet you dont see Blizzard going the stupid "teleport to boss in a circle" Route that Square went with.
I dont even know what difficulty settings has to do with this so go on i guess. You are free to continue to excuse the lazyness of the reskin corridor simulator.
But it used to matter, kinda. People did farm those extra drops. Ofcourse noone does it for old content anymore cause its obsolete. And just having those optional paths makes the world feel more organic. Feels like most people here dont want to play an actual MMO. Sad
A big reason for the skipping of mobs is because they don’t reward exp. Best to run to the boss as the trash does nothing other than add a couple hundred Gil to your pocket.
It’s the same as when tanks used to do sac pulls in amdapor and wanderers in ARR. the trash gave zero reward. No Gil. No exp as you were max level.
This is... a bit disingenuous.
We haven't seen anything approaching dungeons with truly multiple paths since 1.x. We had optional side paths, but they were typically dull corridors you'd have to then backtrack right back through and doing them provided less rewards per minute than just skipping them.
In a group of randomly matched players with varying available time and assumption of how long the run should take, there's already going to be a skew towards fastest runs, yes, but it was predominantly just because the rewards were just clearly not worth the time* required and felt like low-effort tack-ons (outside of Sastasha and maybe the one lower chest in Darkhold) that people skipped them even when those dungeons were relevant.
Add to that the sidepaths rewards' completely failing to scale in any way for roulette-runners who no longer need the gear, and, yeah, there was a fundamental issue with the design of side-paths. It wasn't just an "us" issue, or even primarily one.
To be clear, I do think the XIV's "Dungeons" are too far gone into being synonymous with Hallway Sprint Simulator to make it worth bringing sidepaths back into them in any meaningful way (and care far more about seeing interesting environmental mechanics than multi-pathing or exploreables for their own sake), but I would love to see dungeon assets reused into a new content type that would be far more open to exploration -- call them, idk, "Delves" or whatnot.
Linear isn't always bad. If it isn't Linear then players will always find Shortcuts and then become toxic towards players that don't know said shortcuts.
Take WoW, for example. There's a shortcut in the Blue dragonflight dungeon that results in skipping almost half of it. It requires jumping off and landing in a specific area. No way will players know that this exists unless they look it up or are shown by another player. Course, with the WoW playerbase, that doesn't happen. Players run ahead to the skip then yell and berate the players that don't know about it and are "wasting" their M+ key.
But they did not turn all dungeons into one path linear corridors. Most if not all dungeons from the latest expansion have multiple possible routes and paths, with plenty of mobs you don't need to pull but can if you want. And many have items you can interact with to make the dungeon faster, or unique group buffs if you have certain professions in the group, and so on.
Far more interesting then pull to wall -> aoe -> pull to wall -> aoe.
You completly missed the topic but at least you got your hourly "dae wow bad?" quota. Not only is what you described not an optional path and more akin to a exploit, in addition to that M+ is a speedrun mode, dont go into a speedrun mode if you want to sniff at every flower on the way. People will use anything, intended or not, as long as it isnt banworthy to finish those faster.
2021 Joindate, bad take - must be a WoWfugee.