Quote Originally Posted by Dzian View Post
practicly triples the time the run takesjust walking through that stuff...
And yet, Toto-rak doesn't last longer than other leveling dungeons. I've purposely been looking at the timers every time I run it via roulette. And even if I point it out, the main retort is:"It still 'feels' slow."

That said, I'm pretty sure people don't mind the optional rooms in Toto-Rak right now - nobody but newbies even looks their way. Same goes for Sastasha or Quarn.

Putting relevant loot behind optional rooms/paths is somewhat dangerous in a duty finder environment. There's nothing stopping a person from just leaving the duty once they got their loot and likewise, nothing stopping them from leaving if the group takes a path that doesn't lead to their desired loot. Then a new healer joins, sees you took the path that doesn't lead to the hot healer piece and leaves again. And the classic:"Either you go and kill that optional boss or you can kick me and wait for a new tank." Been through that in several games, I'm glad it's not a thing here.
You can catch a glimpse of that behaviour during the early days of new 24 man raids, where it's common that people leave after the boss that dropped the item they wanted. Tends to subside once nobody cares about the loot anymore however.

You need to put the main incentive on duty completion, else you're just asking for trouble.