I see some people didn't understand the OP, well if I understand right, he's complaining that parties don't like players who don't know how to avoid 100% of the avoidable trash mobs, because then they slow down the party, and also he doesn't like that players quit before the run is finished (I suppose it's the myth tomes case).
He doesn't like speed running and thinks it's lame.
I think he says a sarcasam about: "If everyone just avoid the mobs why not give them invisible buff for 5 min at the start?"
And that the reward at the end is worthless.
It's the only MMO he played where he needed to watch a video on how to avoid trash before running a dungeon, or else people ragequit.
/End of what I think the OP wrote lol
The problem lies on game design, SE is putting trash mobs in dungeons that serve no purpose. You can't blame players for that. Personally I only enjoy the boss fights, I could fall asleep while fighting the trash mobs.
Some ways to fix:
1. On lv 50 EXP is useless, how about adding some kind of merit system that will boost our stats or give us additional tomes per trash mob.
2. More tomes reward for clearing the whole of the dungeon.
3. Make trash mobs actually fun to fight...? It's FATEs all over again lol
On 1.0 we had a lot of fun mechanics on trash mobs. For example on Dzamael Darkhold, we were not supposed to actually kill all of the trash but only the right mobs, and had to advance together in order to win.
In Cutter's cry we had to kill 2 specific trash at the same time or else they keep repop.
Here it's just mindlessly kill the same thing with a different skin until boss, 1-2 min of fun, then boring again until next boss ( > . >
Edit: One dungeon that comes to mind on ARR that did it right is The Sunken Temple of Qarn: Got the trash bees that needed to kill first before they Final Sting the healer lol, got the stone heads that have to kill on pads, got the gators that must not be attacked from the back.


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