Quote Originally Posted by Rentahamster View Post
Considering your opposition to the "we need a level cap for the R25 dungeon" was that you didn't want any restrictions to the way people play, it's kind of odd seeing that you are now perturbed over a particular way that people play now.


There actually is strategy in this. If you are running the dungeon as a sub-R50 class, then your party is probably just doing the dungeon for SP, and therefore killing all the mobs.

However, if you are in a party of all R50s, there really is no point to killing stuff for SP, and instead the strategy becomes a race against time. It is actually fairly hard to trigger all the circles, despawn all the mobs, and run to the bosses without suffering any casualties. It takes a lot of coordination and planning.

I would imagine that in play-testing they found that forcing players to kill everything got a bit tiring after the 20th consecutive time, so instead they turned it into just an option.

Remember now, what Yoshida said about "multiple ways to complete a dungeon".

There are rewards for killing everything, if you choose to do so.
^ This.

The dungeon is working as intended. If you're bored of approaching it as a speed-run, then by all means kill everything. See if it leads to an extra chest spawn.

You don't need to increase difficulty for everyone to reward extra effort. Especially something one will consider repetitive and pointless for r50s. I enjoy surviving large group of moles and cerfs and toads as I run through them with my party and trigger lights. The coordination it takes and the excitement that comes with it makes it much more enjoyable to me than having to kill all the mobs on the way. It's not like they are difficult to kill.