How to break the "go go go" mentality of WoW?

Not if you state that before the run or when advertising your group.
There is a whole section there to put " Chill run, Ignoring timer. Playing for fun not time"
There is also an option you can select to say “Completion” rather than “Beat timer”

The way its being spoken about of the forums there should be LOADS of people who are just waitng for this.

I don’t disagree with this. I just think there should be some kind of consequences but thats a whole other thread.

The original argument i was calling out was complete hyperbole too or is it only ok from one side

As long as there’s consequences for fishing for free rides as well.
The most devastating feeling in any game is being locked together with people who don’t share your level of commitment, skill or goals. And frankly M+ screams tryharding so someone doing healer level DPS shouldn’t be in a +18 with strangers.
There’s communities for chill runs and learning.
The solution for OP’s issue isn’t creating 100 types of content for 100 types of people but to find likeminded players who share your attitude and goals.

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edited content

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Sometimes it’s just fun to run trough a dungeon as fast as possible.

I don’t think that doing same dungeon for the whole season or even if you are levelling trough dungeons grants enough enjoyment to stare at everything and wait on every pull so people can admire textures or whatever…

I joined those groups, but there is always one person who can not read who joins and goes gogo and becomes toxic, no problems in normals or heroics, but if this happens in a M+, you might end up having to start over thanks to one person who do not bother to read what he signs up for.

I do think only way to remove this gogo mentality is to let people uppgrade every single item from that expansion or atleast every single item from that patch, regardless on where you got it from up to max level, otherwise this gogo thing will continue, but I doubt that would never happen, and the outcry from some would be insane, but it would let people choose how to play, whitout having to join dungeons or raids if they do not want to, and still be up to par with gear to some extent atleast.

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To be honest, I think a lot of it is simply that the playerbase are growing up.

I remember when I was like 14 playing WoW, I felt like I had all the time in the world, could just play when I wanted, enjoy the game at my own pace and it was chill.

Now, 14 years later, I have a full time 9-5 job during the week, 6 hours of raiding and at least 4 weekly max reward keys to do per week, girlfriend, social life (if even possible).

Time is now my greatest resource to manage, so if I am trying to rush through content ASAP, it’s not with malice, but because I want to make the most of the time I do have to play.

Now of course, I am not saying that EVERYBODY has that mindset, but do realize that some people won’t be toxic, or even mean to make your experience worse, they might just be genuinely in a hurry.

How is it hyperbole? I’ve seen geared DPS doing 30k in high keys. And yeah it’s frustrating. Also the people that do so little DPS also always tend to die really fast to avoidable DMG mechanics, so it’s not just that they aren’t pulling their weight they are actively affecting the timer by constantly dying.

Honestly I preferred how valor worked in last season. All items could be fully upgraded to the highest point, you got valor from doing keys, bonus valor if the run gave score to someone, but the upgrades were locked behind certain score thresholds, I think it was 2400 in order to get the last upgrade.

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Yeah that’s the part I really don’t want. It takes me a ton of effort to practice a dungeon to the point where I can comfortably heal 18ish keys on it so I’d rather only focus 2-3 tops and get most slots and crests from them.

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Taking an extreme bad example to explain why its always the bad player in the wrong

All he/she said was that they wouldn’t stay in a run when someone was doing healer dps on a dps spec even without a timer, which is reasonable, people usually charge for boosts.

Its also the fourth time ive seen him use said example and its always why something shouldnt happen

This is from an +8 I just did on an alt. All were ~420-425 ilvl.

https://imgur.com/a/ZvLErNA

Sure I didn’t leave because, who leaves an +8. But if this would happen something like a +18 or above you bet I’m leaving that dungeon.

Nothing to do with toxicity, nothing to do with m+ lol. :joy::joy: otherwise pvp would have caused this problem long ago, espically when pvp used to be more popular then pvp among the casual players.

The “go go go” mentality. Is a result of the fact game is built to feed a addiction via verticle progression. Its a loot simulator.

Every game mode in WoW would die the moment a easier method of gear rises lol, this is the real reason warforge / titanforge and more was chucked in the bin. Because the vast majority never moved past lfr because theres simply no reason to :joy::joy:

When you have a large quantity of players, who dont like the content, and just squeeze the life out of it because they just want gear, u arrive at a “go go go” mentality bexause no one wants to be there lmao.

Kill open world verticle progression as it has in DF? Boom, no one wants to do it.

Release mythic raid level gear in m+ which is considered easier? Boom raiding is dying and m+ spikes in popularity.

Make m+ harder in DF and everyone goes mad? Bexause no one wanted to do m+ to begin with, they just want gear same with raids same with open world, same with open world systems.

WoW isnt generating content to “enjoy” its generating incentivization to keep u addicted.

People rush content they dont enjoy, thats just the case of it. When ur doing something to get it “over and done with” u will rush content

And targetting m+ as the sole issue isnt real.

The fact open world content has completely flopped kinda proves people werent enjoying open world, they just enjoyed the rewards.

Same with raids.

Same with m+

Ironically the only audience whos played this game for actual enjoyment and without rewards in PvPers lol.

Their rhe only audience is actually plays the game for the game mode primarily, because theyve litterally never had the most rewarding content, even back when gearing was harder vast majority of pvpers have to pve to gear due to it simply being stronger then pvp gear :joy:

If thats the reason.

Explain to me why prior m+ launch back at DF launch the entire forums were covered in players screeching about players rushing m+0 and heroic dungeon content.

Why has this mentality existed ALWAYS without any timed content and has done since tbe game existed lol, players would quickly boot players from groups for going to slow even back in wotlk durin RDFs arrival.

The “go go go” mentality is what created timegating :joy::joy: the reason after wotlk timegating was introduced was brcause of the unhealthy decisions players made to rush content.

They even did a CSI episode on TV sporting someone giving themselves a heart attack at the screen of a mmorpg due to large quantities of caffeine and no sleep to spread awareness of this problem? Lol

This has never not been a problem, after blizzard started speeding up its levelling processes, short cutting lower grinds such as proffessions and more and reducing their relevebce to the game itself,

Everythings been deemed a chore “for reward”

okay and i would be like thats fair if you did

Also something I’ve noticed has not been pointed out is, the experience players have in the dungeon they are running.
It’s one thing being here during launch date, when people are still learning the dungeons and clearing content. Other much different is, arriving at a later stage and hoping people will take it slowly.
Experienced players that did that dungeon in Normal, Heroic, Mithic mode, on their main character, won’t be going slow, when they are playing on their alt.

This is one of the reasons, why I no longer enter a dungeon, without studying it on YouTube. The other one is, I noticed during BFA that I kept failing in certain bosses mechanics, until someone explained them to me.
For example in the Underrot dungeon, Sporecaller Zancha mechanics. Only after someone explained after a wipe that the circles on the ground and the boss attack were to be directed, to the mushrooms on the floor, that I understood, that those circles on the floor were not to be dodged.

From all the dungeons, DF has to offer, the only ones, I touched so far are, Uldaman: Legacy of Tyr and Ruby Life Pools.
I have no reasons for the moment to study the other ones.
I’m still burned with the Raszageth LFR. I did it in multiple characters. That way, I kept being rewarded all the time, even though, I was running the same LFR all the time in the same week. That allowed me to adapt at a faster rate, than if I played it in only 1 character that goes there, once a week.
Even though, I watched the video and understood the mechanics it took me several blunders in order to get the sequence of the mechanics, correctly.
Also the reason, why I haven’t touched the LFR after Raszageth. I still have to study it and Dreamsurge, 5 TWs quest, 4 Mithic 0 quest , 5 man Heroic dungeons have been filling my schedule, to the point, I struggle to have time.

This is why when someone asks for more variety on the dungeons and increased difficulty my reaction is :rage:
Everything is fun and games, till people are not performing and dying to mechanics, than we get rage quits, flaming in chat, etc.
I already had plenty of that in the past.

For me, I would rather run the same dungeon, I know 10000 times during a expansion, than to go back to getting inside a dungeon I don’t know and try to guess what’s going to happen, like during BFA. I didn’t played SL.
This is why I love TW. At least it’s dungeons, I ran in the past and I know exactly where I’m going and what to pull or not.

Cheers.

The game actively incentivizes it with the e-sports oriented design and things like gear are a barrier for it.
The players are simply playing the game that exists. It’s a “problem” purposidly engineered by the WoW devs.

The only way to counter this is to make the content more accessible aka easier and not timed or have horizontal progression rather than vertical (aka what GW2 kind of does). At that point, players can relax and have fun cause gear won’t make or break said fun.

Or you know… accept that this is what WoW is.
I find fun by having a group of guildies to do dungeons and raids with, with no pressure.
With that said, i know we are better than average pugs and we can get 20’s timed eventually.
Aiming for more is too stressful for me(also would have to engage with a sweaty group instead and would put too much pressure on myself to be perfect). I have fun and relax by not actually engaging in the competitive aspect seriously.

Feels like a mix of ‘ripping off the bandaid’ for some people to finally quit it and Blizzard needing to redesign dungeons early on to counter such behavior.

You can already see it as early as level 10/11 where scaling is absolutely broken, with tanks just going through everything and the enemies just doing chip damage on them while DPS absolutely destroy those.

Just make trash mobs in dungs harder so on M+ etc if u pull more than 1 pack u die.