Quote Originally Posted by RhazeCain View Post
I think main point here is that there are generally 2 different motivations for people to run this type of dungeon:
- Player A leveling up the class they are on.
- Player B of higher level running it for the roulette bonus.

Player A probably wants to kill everything and get the chests. Player B just wants to get to the end. I'd regard both as equally "legitimate" and worth respecting.
Yes, both are legitimate goals. But one style of completing the dungeon fulfills both of them, while another only fulfills one. Whenever you've got a mix of players with different goals, you need to go for the run that meets all their needs.


Quote Originally Posted by ElHeggunte View Post
It's an exp/hr thing. As long as you're not skipping a substantial amount of trash you actually come out ahead by repeatedly clearing dungeons as quickly as possible. The roulette exp bonus should outweigh missing a handful of mobs in out-of-the-way areas.
No it doesn't. You only get the completion bonus once, and going faster doesn't get any more of it. The difference in EXP/HR lies solely in how much of that hour your grinding is taking place in the dungeon versus how much is taking place while you're not in the dungeon, and the EXP levels are nowhere near the same. While on Roulette, you can get more XP from a level 15 mob in Sastasha that dies in a couple seconds (and is surrounded by several others that go down just as fast) than you can from a level 38 mob in the open world that takes a couple minutes to reach and then kill. (Based on a class in the mid 30's, which was the last time I actually compared them, but it seems to hold true pretty consistently at all levels.) Dungeon XP > Open-world XP. Nobody looking for XP should be willing to forego any part of the dungeon in order to get back to the open world content quicker. That's just giving up lots of fast XP for a lesser amount of much slower XP.