Quote Originally Posted by Duuude007 View Post
'Leaving behind' is a misnomer. These people offer levelers significantly higher 'kills per hour' due to reduced queues and larger successful pulls in spite of skipping time-wasting groups.
As a new player, I didn't give a damn about KPH. Heck, I don't care about the mob xp either, this game gives amazing xp for doing fates and leave quests, you don't need the dungeons to level up (in fact, I keep unlocking dungeons when they already are outleveled.)

But whenever I do a dungeon, I do it for the human experience. I want to see every corner of that map, pop every treasure chest (the loot from doing so helped me greatly when I went back to level my Gladiator and already got some cool loot for my conjurer run.) One of the coolest thing for a new player, is to kill a group of foes and find a shiny treasure chest potentially holding some shiny new loot. I seen a lot of these are hidden behind optional spawns that are ignored in speed runs.

Oh and of course, if they are kicked of the dungeon for wanting a full run, then they are back to the que and at an even worse position.

Quote Originally Posted by Duuude007 View Post
People less familiar with the content do smaller pulls and more pulls, full of amateur errors, wipes and vastly extended dungeon clear times, not to mention much longer queue times, resulting in fewer kills per hour.
And they learn from those experiences. Being rushed through a dungeon teaches them nothing. If they ever go back to that dungeon, they are likely to do even worse than they had done the first time, because that speed run taught them how "easy" it was just to rush blind through he dungeon.

You can try to rationalize it to make you feel better, but fact is, speed runs result in bad players attaining high levels and, eventually, ruining your coil runs (and all that other stuff.)