I believe it has been mentioned several times that there are some NPCs which are bugged in such a way that they can't be killed. Tempest Island archer before Stormfist and an dual wield enemy in Cradle of Shadows on the way to last boss readily come to mind and have been bugged for years, this already prevents using doors (Tempest Island) until you lose aggro (sneak for 2~5 minutes). So what you propse won't work because things like this will make the dungeons impossible to complete. The answer, of course, is to "fix" those bugs.Just thought of the solution.
When in dungeons Any NPC agroed stays agroed until it is killed or the group wiped. With that, if the group wipes they respawn at the start and go through the portal to the last boss.
Sure, speed runners will still go ahead and Pull multiple groups together but this solves the issue.
DarcyMardin wrote: »Wow, I can’t believe that people are defending this sort of griefing behavior. These are 4 person dungeons. If someone races ahead, kills the final boss and exits the group and the dungeon, leaving the other 3 people with no loot, that person should absolutely be reported for griefing the other three. If someone wants to run the dungeon alone, let them enter it solo instead of using the *group* finder.
This rude, selfish “I-want-my-reward-right-now-so-tough-for-you” behavior in group dungeons must stop!
CaptainVenom wrote: »God how I hate dungeon speedrun. The best way to easily ruin my gaming experience. I can really understand your frustration, because I feel exactly the same.
But I'm not sure if it is possible to report them... unfortunately, there are even speedrun achievements for dungeons.
wishlist14 wrote: »CaptainVenom wrote: »God how I hate dungeon speedrun. The best way to easily ruin my gaming experience. I can really understand your frustration, because I feel exactly the same.
But I'm not sure if it is possible to report them... unfortunately, there are even speedrun achievements for dungeons.
I agree, I think the speed run achievements have encouraged more players to run through dungeons...it's vecome a habit for many players
People speedrun because they want to run as many as 18 characters through random normals a day in order to get as many transmute stones as possible, so their entire motivation is to get in, get out, queue on the next character.
maybe if Vet random dungeons offered BETTER rewards this might help. I don't know what the solution is, but the 2 lowbies i was with explained this had happened before & not sure if they wanted to do the event anymore.
Better rewards such as perfected set pieces or gold jewellery from hardmode bosses would help in my opinion. But again, the "questers" and "casuals" will complain about that since they'll be never be able to get them...Better rewards will not help. They would have to be good enought to have a better time investment ratio, which is unlikely. Besides that the game has alot of players that have a hard time in vet, but will be attracted to better rewards so you might create a new problem along the way.
Facefister wrote: »Better rewards such as perfected set pieces or gold jewellery from hardmode bosses would help in my opinion. But again, the "questers" and "casuals" will complain about that since they'll be never be able to get them...Better rewards will not help. They would have to be good enought to have a better time investment ratio, which is unlikely. Besides that the game has alot of players that have a hard time in vet, but will be attracted to better rewards so you might create a new problem along the way.
Facefister wrote: »Better rewards such as perfected set pieces or gold jewellery from hardmode bosses would help in my opinion. But again, the "questers" and "casuals" will complain about that since they'll be never be able to get them...Better rewards will not help. They would have to be good enought to have a better time investment ratio, which is unlikely. Besides that the game has alot of players that have a hard time in vet, but will be attracted to better rewards so you might create a new problem along the way.
They will just queue for it and hope they get carried like they already do with pledges.
Facefister wrote: »The root of the whole speedrunning "problem" lies within the difficulty of the normal dungeons. Normal modes, including DLCs are trivial. They don't require a tank and they most certainly don't require a healer. Mechanics don't punish and bosses and minibosses have a laughable low health pool. What's left then? Mass pull and nuke. If you want to enforce atleast tanks or severely discourage rushing, you should crank up the difficulty, else this whole "problem" will persists. And there are enough people, including me, who aren't willing to spend 45 minutes on a 7 minute dungeon so a quester can read the dialogues and enjoy the scenery.
Facefister wrote: »The root of the whole speedrunning "problem" lies within the difficulty of the normal dungeons. Normal modes, including DLCs are trivial. They don't require a tank and they most certainly don't require a healer. Mechanics don't punish and bosses and minibosses have a laughable low health pool. What's left then? Mass pull and nuke. If you want to enforce atleast tanks or severely discourage rushing, you should crank up the difficulty, else this whole "problem" will persists. And there are enough people, including me, who aren't willing to spend 45 minutes on a 7 minute dungeon so a quester can read the dialogues and enjoy the scenery.
Says you.
Try running random dlc with no tank and guess who gets to carry the dps? It's definitely not the dps.
People love to just diss on healers, but the reality in many randoms is that 10 to 1, whenever there is no tank it's the healer who tanks and carries the run. I have six healers and see it on a daily basis. By default, my S&B is now leveled on all of them...
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
Normal DLC dungeons are just as forgiving. As long as your DDs somewhat play the mechanics and use a self heal here and there, you can clear every normal mode DLC dungeon without a healer. Healing is a trial role.Facefister wrote: »The root of the whole speedrunning "problem" lies within the difficulty of the normal dungeons. Normal modes, including DLCs are trivial. They don't require a tank and they most certainly don't require a healer. Mechanics don't punish and bosses and minibosses have a laughable low health pool. What's left then? Mass pull and nuke. If you want to enforce atleast tanks or severely discourage rushing, you should crank up the difficulty, else this whole "problem" will persists. And there are enough people, including me, who aren't willing to spend 45 minutes on a 7 minute dungeon so a quester can read the dialogues and enjoy the scenery.
Says you.
Try running random dlc with no tank and guess who gets to carry the dps? It's definitely not the dps.
People love to just diss on healers, but the reality in many randoms is that 10 to 1, whenever there is no tank it's the healer who tanks and carries the run. I have six healers and see it on a daily basis. By default, my S&B is now leveled on all of them...
I was healing the lowbies as they were new players and dung was new to them too. By the time we got to the 2nd boss the last boss was dead and the Speedrunner left group. 3 of us couldn't loot the last boss so NO event plunder either.
In normals...
When I play as a tank, I want 3 dps with me.
When I play as a heater, I want 3 dps with me.
When I play as a dps, I would prefer 3 other dps with me.
Do we see a pattern here?

I usually have 150% xp running don't have time to wait for your heavy sack sorry.
As someone who does rush ahead (as vamp too) and kills the final boss of the dungeon (Bc i don't wanna waste my time in that dungeon)