Remove corpse runs from raids and dungeons

Corpse runs are the complete opposite of fun, nobody wants to waste there time wiping on a boss only to have to spend another 5+ minutes running back and rebuffing.

10 Likes

I need a second “heart” button for this one chief

EDIT: Could make it possible by having Bronze Dragons or Chromie appear and be like “Oh wow you guys took quite the beating! good thing I rewinded the timeline and brought you back to before you engaged the monster!”

TDLR spawning infront of the boss you just wiped on

Or just have set checkpoints after each defeated boss

4 Likes

Dont die.

Seriously, there needs to be some sort of penalty to death or people would just die as it’s more convenievce.

I was playing Wrath classic the other day and you appreciate the QoL stuff that’s been introduced over the years.

4 Likes

For dungeons they should make the previous dead boss or the entrance if no boss has been killed the checkpoint where you start again after the death.

For Raids I’d have it just before the boss you died on as getting many people to move in a raid is a pain in the backside.

6 Likes

Spawn points like Mist dungeon would be a good balance but in raids unless you have no lock or dk or druid there is no long runs like before.

1 Like

I agree to this :smiley:

2 Likes

In retail its not that annoying.

In classic - oh boy, you dont know the entrance of dungen? Gl if you alone.

1 Like

What they realy should do is get rid of trash in raids .

Half of raiding is just running from boss to boss clearing trash on your way . Wiping , resing, and rebufing is rather fine as it is player affected , and there are quite few ways how to reduce runing time . But man that trash…

1 Like

I don’t mind it, you get some time to socialize during the walk and fetch a drink or snack, good enough that you don’t have to walk from the GY already.

Raids without trash would be ToGC all over again and we all know how great that raid was. Doesn’t need to be ludricious amounts of trash to clear but it’s part of the raids flavor and a chance to make gold on BoE epics makes it lucrative.

1 Like

Oh :frowning: no more lower kara skips? :rofl:

1 Like

The graveyard run was definitely something I appreciate not having to do in Retail.

1 Like

Dont mention that [redacted] place ever again… :laughing::laughing: last night’s 13 was painful- my dps has improved but alas, my skill has not…

Can you read? Die at boss more convenience? More convenience than what? Killing boss? Are you mad? Wipe is a penalty that reset all your progress at the boss.

Corpse runs are fine.

The problem, especially in dungeons, is that you can’t know when it’s safe to release. Some dungeons have respawn checkpoints, others don’t, but there’s never a clear indication if you’ve activated a respawn checkpoint.

Rather than removing corpse runs, dungeons should have more clear respawn checkpoints that are designed around convenience. Maybe have it so you always respawn at the last boss you killed? Some dungeons do that, while others always respawn you at the beginning. Maybe have a spirit healer that moves and is marked at the map, and that healer is always where you respawn?

Dungeons need to have consistent rules about respawning.

With raids, again the problem isn’t corpse runs. It’s that sometimes raids are too big and sprawling, they have a lot of empty space or too much trash. In general, with good communication you should never have to take more than a minute between pulls. Long downtime between pulls is just a lack of communication. It’s not hard to chuck a battle res on a healer before a wipe, tell everyone on voice chat to not release. Boss resets, healer accepts the battle res, resurrects everyone, you kick those who released. It’s really not hard.

So raids with less empty space and a team that communicates solves this issue.

It’s fine for the game to punish lack of communication, in fact it should do it way more.

Where the raids had teleports to take you back to where you were. ICC and Ulduar both have them.

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