This entire thread goes completely and utterly over my head.
I can't comprehend, even from reading all the posts, how this is relevant in the very least? Why are we upset about not killing every single living creature on the screen? Actually, the thing I really want to know is how do you take the slow route of fighting everything one at a time and NOT make it a chore? Its dull. Its boring. Its slow. You can probably do it with your eyes closed.
If the party can't keep up in a speedrun, that's one thing, but what purpose is there in stopping to take out some trash mob, or take them out one at a time? If you can't handle it, you should say something. Newcomers to a dungeon that want to actually learn it, get mapping achievements, experience the map, etc, I get it, that's fine, but I do not understand how wanting to get through another tedious dungeon crawl for a handful of Myth and have to do it all over again is some great evil.
Its a trash mob. Even if you stopped at one group at a time, you're not really doing anything worthwhile; your skill rotations aren't being refined, you aren't getting anything other than some pocket change, and its just taking longer to get through.
There is absolutely no reason to engage unnecessary mobs. If you can group them up and take them out, why not? To take the scenic route? O_o As most people in here are 50s, I'm assuming we're not talking about XP being missed, and most lower leveled dungeons have limited speed running capability due to gear/level scaling and enemy placements generally being further.
What is the REAL issue here? Don't like being rushed? Don't like the pressure? You want to stop and smell the roses with your temporary companions? I mean, seriously, people complaining that thrash is there for resistance you literally have ZERO resistance throughout the entire dungeon UNLESS you're speed running, where you are introduced to a modicum of danger, especially the goblin Dragoons in Brayflox using Jump on random people.
Unique dungeon mechanics would be cool for like the first 5 runs, then they'll become trivial and powered through with the appropriate gear like everything else in this game.
Perhaps this is why I enjoy running Crystal TardWar and Coil (specifically Turn 4). The trash mobs take more than breathing on them to die. Of course, as you can see by my naming of CT, anything that requires a shred of coordination in this game is like toying with the lock on Pandora's Box.