Quote Originally Posted by ForteNightshade View Post
Which is, ironically, part of the problem. Making dungeons essentially braindead encourages the speed mentality because not only are they incredibly boring otherwise, but the lack of direct feedback to discourage players from wall pulling doesn't exist. Case in point, you'll rarely see Aurum Vale being wall pulled. Why? Between the environmental hazard and mob density makes it not worth the risk. If dungeons as a whole were designed with this intent, mass pulling wouldn't be nearly as common. Likewise, priority mobs would further discourage wall pulling as, once again, the risk outweighs the benefits.

In other words, in the dev team's pursuit of constant accessibility, they went so far in the opposite direction as to incentivize a mentality those players who benefit from the accessibility actively dislike.
The only room that can't be full pulled is the first one though. Aurum Vale is so highly exaggerated in difficulty. The first pull can be incredibly easy, like literally straight through. People just need to know where (not) to stand and where to pull. Now there are some dungeons with mobs that can't be avoided, a full pull in one of those is usually a wipe with a pug party. There is never a reason to do a full pull in something like Aurum Vale's first room, like no real reason.