PapaTankers wrote: »
Even if you argue that this is a "crime". It's for the most part a victimless one since they for the most part make the dungeon finish quicker.
Even if you argue that this is a "crime". It's for the most part a victimless one since they for the most part make the dungeon finish quicker.
But this my problem. They never speed anything up, even on normal mode and base game vet mode. Both times recently actively slowing everyone else down.
The truth is that players have the right to queue as tanks even in full damage gear since the role specifically says to prevent the group from taking damage. Killing the enemy does that.
Even if you argue that this is a "crime". It's for the most part a victimless one since they for the most part make the dungeon finish quicker.
I think this approach is much more solution-oriented, instead of a debate that has been had for almost 10 years at this point. There will always be an incentive to skip queue times and the dungeon completion itself when the reward is exclusively tied to just completing the content. Instead, looking at reducing harm seems much more logical to me.
The truth is that players have the right to queue as tanks even in full damage gear since the role specifically says to prevent the group from taking damage. Killing the enemy does that.
Even if you argue that this is a "crime". It's for the most part a victimless one since they for the most part make the dungeon finish quicker.
I think this approach is much more solution-oriented, instead of a debate that has been had for almost 10 years at this point. There will always be an incentive to skip queue times and the dungeon completion itself when the reward is exclusively tied to just completing the content. Instead, looking at reducing harm seems much more logical to me.
But to claim that such actions does not impact the community, both new players and endgame players alike is a bit disingenuous.
PapaTankers wrote: »
I can offer several.
1. When someone is new and learning the dungeon, they may not know where to stand and the like.
2. When an actual healer needs to practice, learn rotations, try new skills.
3. A new tank who is learning may miss a block or is learning mechanics. I can think of quite a few fights that can wipe a group even on normal if they don't know mechanics.
4. Some of the normal "later" dungeons can hit much harder than the "speedy" ones. Earthen Root Enclave. Frostvault. Shipwrights Regret. These Normal DLC dungeons can certainly hit hard, even on normal. And many of these fights you can't just "burn" past mechanics.
5. Not everyone is sitting on 2000 CP and is OP from the get-go.
6. Someone could be working on an alternate build and are still collecting gear for it and are sub-optimal until that point.
7. This is discounting the inexplicable, such as a player who is playing with a handicap. I myself am deaf IRL. It typically takes me a run or two to learn boss patterns and dungeon mechanics. But I might take a wrong turn and go the wrong way, pull unnecessary groups, or even pull more than 1 on accident. When in a new dungeon I usually say "hello, this is my first time here." Nearly always randoms are understanding and accommodating, and after the run I always go "thank you for being patient with me."
8. Another possibility is if the DPS is low, and the boss fights take longer, you might need a healer on some bosses if the fights go on for too long.
Skilled healers and tankers don't just magically happen either. It takes time and practice. To get comfortable and skilled doing those roles, but the same could be said for DPS too. Big boy DPS doesn't just fall off a tree either. (And to those DPS who are packing enough damage to be walking war crimes, heartfelt thank you.)
Someone can't just ignore all these things and then suddenly get to the endgame and go "why aren't there healers? why are is getting a tank so hard?" for trial content and beyond.
None of what I say here is said with any ill intent, only offering some real examples where I would rather have a healer than another DPS.
There is not a lack of tanks in end game (the ratio is the same it has always been). There is a lack of tanks in PUG groups because we have tools such as discord today as well as the new group finder that lets the tanks decide who they play with.
PapaTankers wrote: »Im sorry, but all of the above are solved by slotting just 1 self heal in normal dungeons. All the mechanics deal radically less damage there.
You most deffiently dont need to be cp2000 or a god gamer to click one ability.
I will agree with you on that there are some very specific fights where actual tank or a healer might be needed on normal. Such as earthen root last fight.
Honestly, I think a bigger cause is the environment of PUG groups themselves.
Pixiepumpkin wrote: »The issue is not premades or pugs or personal attitudes or mean people or anything inbetween. The issue is literally the way the content is designed.
Most of the issues surrounding speed runners/fake tanks/not enough tanks etc revolve around the fact that the content was designed in such a way that these things are allowed to happen.
A designer can literally shape the content to quell every single issue we see in dungeons. It just takes the experience or will to do so.
My free leisure time is precious to me, and the last thing I will do is Tank a random veteran dungeon for some PVPer who likes nothing better than to see how big his DPS can get, even if doing so risks the group dynamic.
Pixiepumpkin wrote: »The issue is not premades or pugs or personal attitudes or mean people or anything inbetween. The issue is literally the way the content is designed.
Most of the issues surrounding speed runners/fake tanks/not enough tanks etc revolve around the fact that the content was designed in such a way that these things are allowed to happen.
A designer can literally shape the content to quell every single issue we see in dungeons. It just takes the experience or will to do so.
Of course this is exactly the issue.
If dungeon-design were an issue (it isn't), all participants had problems with dungeoneering. But that's not the case, all complaints regarding role distribution/"fake roles" originate from pugs.
Of course the toxic players, which make dungeon finder a bad place, refuse to acknowledge this issue and blame everyone else for their bad experience.
spartaxoxo wrote: »There is near universal speed runs in RND/Base Game vets in there. Some enjoy it, some hate it, but it's rare that groups aren't run that way. And it's because the design allows for it. And the ones that don't tend to be massive slogs to due to the overwhelming amounts of low damage players.
My free leisure time is precious to me, and the last thing I will do is Tank a random veteran dungeon for some PVPer who likes nothing better than to see how big his DPS can get, even if doing so risks the group dynamic.
Can you please clarify for us why you're accusing PVPers of chasing huge DPS numbers to the detriment of the group? Most of the toxic players I meet in random dungeons who constantly post their parses in chat have very low alliance ranks (i.e. they're not PVPers -- they got their Caltrops and left). If anything, PVPers (the lazy kind who don't bother to swap builds) are more likely to put out LESS damage because they have tanky single target builds.
Pixiepumpkin wrote: »Pixiepumpkin wrote: »The issue is not premades or pugs or personal attitudes or mean people or anything inbetween. The issue is literally the way the content is designed.
Most of the issues surrounding speed runners/fake tanks/not enough tanks etc revolve around the fact that the content was designed in such a way that these things are allowed to happen.
A designer can literally shape the content to quell every single issue we see in dungeons. It just takes the experience or will to do so.
Of course this is exactly the issue.
If dungeon-design were an issue (it isn't), all participants had problems with dungeoneering. But that's not the case, all complaints regarding role distribution/"fake roles" originate from pugs.
Of course the toxic players, which make dungeon finder a bad place, refuse to acknowledge this issue and blame everyone else for their bad experience.
No, you have it backwards. This is not up for debate. The content can literally be designed to prohibit OR enact how a player behaves. I have done it.
Pixiepumpkin wrote: »spartaxoxo wrote: »There is near universal speed runs in RND/Base Game vets in there. Some enjoy it, some hate it, but it's rare that groups aren't run that way. And it's because the design allows for it. And the ones that don't tend to be massive slogs to due to the overwhelming amounts of low damage players.
Exactly. Other games do not have these issues because their content was designed differently.
Pixiepumpkin wrote: »Pixiepumpkin wrote: »The issue is not premades or pugs or personal attitudes or mean people or anything inbetween. The issue is literally the way the content is designed.
Most of the issues surrounding speed runners/fake tanks/not enough tanks etc revolve around the fact that the content was designed in such a way that these things are allowed to happen.
A designer can literally shape the content to quell every single issue we see in dungeons. It just takes the experience or will to do so.
Of course this is exactly the issue.
If dungeon-design were an issue (it isn't), all participants had problems with dungeoneering. But that's not the case, all complaints regarding role distribution/"fake roles" originate from pugs.
Of course the toxic players, which make dungeon finder a bad place, refuse to acknowledge this issue and blame everyone else for their bad experience.
No, you have it backwards. This is not up for debate. The content can literally be designed to prohibit OR enact how a player behaves. I have done it.
What's up for debate is not for you to decide.
The content of course is designed in a specific way. In eso that means letting the group decide how they distribute the various "roles" in group, while classic trinity is an option but not mandatory. This is how this game was sold, call it an unique selling point (although other games like swtor also removed the necessity of trinity-roles from normal modes). Nothing wrong with that.
Then we have the reward structure, which is more of a problem: Currently it's incentivized to run random normal dungeons at high speed while perfectly overgeared on as many characters as possible per day. Then convert the gained transmutes into nirncrux and get rich.
You want rnd to be solely a place for questers and players learning their roles? Then the "veteran currency" transmutes must not be handed out for doing rng. Then this queue will be as empty as before transmutes were added.
Pixiepumpkin wrote: »spartaxoxo wrote: »There is near universal speed runs in RND/Base Game vets in there. Some enjoy it, some hate it, but it's rare that groups aren't run that way. And it's because the design allows for it. And the ones that don't tend to be massive slogs to due to the overwhelming amounts of low damage players.
Exactly. Other games do not have these issues because their content was designed differently.
Speed running dungeons for efficiency in grinding/obtaining rewards has existed for as long as MMORPGs have existed. It is a common strategy employed by experienced tanks in all games with trash pulls (not just this one) to group waves of trash together and burn them down quickly with AOE damage as a single unit, rather than fighting one group of trash at a time.
Problems arise when people fall back and try to fight trash groups one at a time, rather than running with the tank grouping up all the trash -- and this is why clear communication is important. When I'm tanking (especially if I see that everyone in group is mid to high CP), I inform them that I will be clustering and aggroing larger groups of trash adds, rather than focusing on one group at a time. Runs always go smoothly, unless there's some high CP busybody stop-and-pick-the-flowers type mouthing off in chat about "fake tank rushing," or if they're completely new players (if it's the latter, I slow down to help them get their bearings, if the former, I keep going).
Pixiepumpkin wrote: »spartaxoxo wrote: »There is near universal speed runs in RND/Base Game vets in there. Some enjoy it, some hate it, but it's rare that groups aren't run that way. And it's because the design allows for it. And the ones that don't tend to be massive slogs to due to the overwhelming amounts of low damage players.
Exactly. Other games do not have these issues because their content was designed differently.
Speed running dungeons for efficiency in grinding/obtaining rewards has existed for as long as MMORPGs have existed. It is a common strategy employed by experienced tanks in all games with trash pulls (not just this one) to group waves of trash together and burn them down quickly with AOE damage as a single unit, rather than fighting one group of trash at a time.
Problems arise when people fall back and try to fight trash groups one at a time, rather than running with the tank grouping up all the trash -- and this is why clear communication is important. When I'm tanking (especially if I see that everyone in group is mid to high CP), I inform them that I will be clustering and aggroing larger groups of trash adds, rather than focusing on one group at a time. Runs always go smoothly, unless there's some high CP busybody stop-and-pick-the-flowers type mouthing off in chat about "fake tank rushing," or if they're completely new players (if it's the latter, I slow down to help them get their bearings, if the former, I keep going).
Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »The issue is not premades or pugs or personal attitudes or mean people or anything inbetween. The issue is literally the way the content is designed.
Most of the issues surrounding speed runners/fake tanks/not enough tanks etc revolve around the fact that the content was designed in such a way that these things are allowed to happen.
A designer can literally shape the content to quell every single issue we see in dungeons. It just takes the experience or will to do so.
Of course this is exactly the issue.
If dungeon-design were an issue (it isn't), all participants had problems with dungeoneering. But that's not the case, all complaints regarding role distribution/"fake roles" originate from pugs.
Of course the toxic players, which make dungeon finder a bad place, refuse to acknowledge this issue and blame everyone else for their bad experience.
No, you have it backwards. This is not up for debate. The content can literally be designed to prohibit OR enact how a player behaves. I have done it.
What's up for debate is not for you to decide.
The content of course is designed in a specific way. In eso that means letting the group decide how they distribute the various "roles" in group, while classic trinity is an option but not mandatory. This is how this game was sold, call it an unique selling point (although other games like swtor also removed the necessity of trinity-roles from normal modes). Nothing wrong with that.
Then we have the reward structure, which is more of a problem: Currently it's incentivized to run random normal dungeons at high speed while perfectly overgeared on as many characters as possible per day. Then convert the gained transmutes into nirncrux and get rich.
You want rnd to be solely a place for questers and players learning their roles? Then the "veteran currency" transmutes must not be handed out for doing rng. Then this queue will be as empty as before transmutes were added.
and that design is what has led to what happens in dungeons. Had it been done differently, I would argue properly, these issues would not take place.
Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »The issue is not premades or pugs or personal attitudes or mean people or anything inbetween. The issue is literally the way the content is designed.
Most of the issues surrounding speed runners/fake tanks/not enough tanks etc revolve around the fact that the content was designed in such a way that these things are allowed to happen.
A designer can literally shape the content to quell every single issue we see in dungeons. It just takes the experience or will to do so.
Of course this is exactly the issue.
If dungeon-design were an issue (it isn't), all participants had problems with dungeoneering. But that's not the case, all complaints regarding role distribution/"fake roles" originate from pugs.
Of course the toxic players, which make dungeon finder a bad place, refuse to acknowledge this issue and blame everyone else for their bad experience.
No, you have it backwards. This is not up for debate. The content can literally be designed to prohibit OR enact how a player behaves. I have done it.
What's up for debate is not for you to decide.
The content of course is designed in a specific way. In eso that means letting the group decide how they distribute the various "roles" in group, while classic trinity is an option but not mandatory. This is how this game was sold, call it an unique selling point (although other games like swtor also removed the necessity of trinity-roles from normal modes). Nothing wrong with that.
Then we have the reward structure, which is more of a problem: Currently it's incentivized to run random normal dungeons at high speed while perfectly overgeared on as many characters as possible per day. Then convert the gained transmutes into nirncrux and get rich.
You want rnd to be solely a place for questers and players learning their roles? Then the "veteran currency" transmutes must not be handed out for doing rng. Then this queue will be as empty as before transmutes were added.
and that design is what has led to what happens in dungeons. Had it been done differently, I would argue properly, these issues would not take place.
Speedrunning also happens in swtor, wow, gw2 and many other games besides them having a different game design than eso. Here a few examples:
https://www.reddit.com/r/swtor/comments/18iztwc/flashpoint_speedrunning/
https://www.reddit.com/r/wow/comments/12c3011/i_genuinely_believe_that_the_sweaty_speedrunning/
https://www.reddit.com/r/Guildwars2/comments/103y0ya/people_way_too_fast/
https://www.reddit.com/r/ffxiv/comments/1358rba/are_all_dungeons_this_hectic/
Most other games also have issues with providing enough tanks for pugs. Look for yourself:
https://www.reddit.com/r/swtor/comments/syprjh/why_tank_is_constantly_the_role_in_need/
https://www.reddit.com/r/wow/comments/yveg5l/the_tank_shortage/
https://www.reddit.com/r/ffxiv/comments/n4vpay/why_does_pf_always_lack_tanks_ex_savage_when_its/
In any single game, which provides "trinity-roles", we have the very same complaints and the very same discussions and reasonings like around here. Most of them are talking about pugs regardless of game.
So, no, it's not the game design. It's the pugs.
Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »The issue is not premades or pugs or personal attitudes or mean people or anything inbetween. The issue is literally the way the content is designed.
Most of the issues surrounding speed runners/fake tanks/not enough tanks etc revolve around the fact that the content was designed in such a way that these things are allowed to happen.
A designer can literally shape the content to quell every single issue we see in dungeons. It just takes the experience or will to do so.
Of course this is exactly the issue.
If dungeon-design were an issue (it isn't), all participants had problems with dungeoneering. But that's not the case, all complaints regarding role distribution/"fake roles" originate from pugs.
Of course the toxic players, which make dungeon finder a bad place, refuse to acknowledge this issue and blame everyone else for their bad experience.
No, you have it backwards. This is not up for debate. The content can literally be designed to prohibit OR enact how a player behaves. I have done it.
What's up for debate is not for you to decide.
The content of course is designed in a specific way. In eso that means letting the group decide how they distribute the various "roles" in group, while classic trinity is an option but not mandatory. This is how this game was sold, call it an unique selling point (although other games like swtor also removed the necessity of trinity-roles from normal modes). Nothing wrong with that.
Then we have the reward structure, which is more of a problem: Currently it's incentivized to run random normal dungeons at high speed while perfectly overgeared on as many characters as possible per day. Then convert the gained transmutes into nirncrux and get rich.
You want rnd to be solely a place for questers and players learning their roles? Then the "veteran currency" transmutes must not be handed out for doing rng. Then this queue will be as empty as before transmutes were added.
and that design is what has led to what happens in dungeons. Had it been done differently, I would argue properly, these issues would not take place.
Speedrunning also happens in swtor, wow, gw2 and many other games besides them having a different game design than eso. Here a few examples:
https://www.reddit.com/r/swtor/comments/18iztwc/flashpoint_speedrunning/
https://www.reddit.com/r/wow/comments/12c3011/i_genuinely_believe_that_the_sweaty_speedrunning/
https://www.reddit.com/r/Guildwars2/comments/103y0ya/people_way_too_fast/
https://www.reddit.com/r/ffxiv/comments/1358rba/are_all_dungeons_this_hectic/
Most other games also have issues with providing enough tanks for pugs. Look for yourself:
https://www.reddit.com/r/swtor/comments/syprjh/why_tank_is_constantly_the_role_in_need/
https://www.reddit.com/r/wow/comments/yveg5l/the_tank_shortage/
https://www.reddit.com/r/ffxiv/comments/n4vpay/why_does_pf_always_lack_tanks_ex_savage_when_its/
In any single game, which provides "trinity-roles", we have the very same complaints and the very same discussions and reasonings like around here. Most of them are talking about pugs regardless of game.
So, no, it's not the game design. It's the pugs.
I am sorry, but you are completely wrong. WOW proves my point 100x over and has for 20 years. If those other games have speed running issues, then its based on their dungeon design, just like ESO.
The design of the dungeon sets the pace for the dungeon. If there is a speed running issue, its the designers fault, not the players. Players will abuse anything they are allowed to abuse and one of the designers jobs is to work around the fact that players are going to do whatever they can to break the game. Speed running, keeping new players from engaging in the content in a meaningful way is breaking the game.
Changes to how dungeons operate, will change this issue. Its actually a pretty simple solve.
[bI am sure this will be an unpopular opinion and get me insults, As a healer and a dps I am so sick of the tanks and some dps just rushing on through dungeons. I don’t think we should go super slow but let people catch up instead of dying just so you can prove that you’re fast and can’t add 2+2 together to figure out why you keep dying. I don’t know what can be done or if anything can but the speeders are ruining dungeon runs and the game in general for many people who actually want to play wow.[/b]
I ignored nothing. If blizzard has made changes to their dungeons (which appears to be the case based on the commentary) then they are heading in the wrong direction. At least no ones quests are getting interrupted .Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »The issue is not premades or pugs or personal attitudes or mean people or anything inbetween. The issue is literally the way the content is designed.
Most of the issues surrounding speed runners/fake tanks/not enough tanks etc revolve around the fact that the content was designed in such a way that these things are allowed to happen.
A designer can literally shape the content to quell every single issue we see in dungeons. It just takes the experience or will to do so.
Of course this is exactly the issue.
If dungeon-design were an issue (it isn't), all participants had problems with dungeoneering. But that's not the case, all complaints regarding role distribution/"fake roles" originate from pugs.
Of course the toxic players, which make dungeon finder a bad place, refuse to acknowledge this issue and blame everyone else for their bad experience.
No, you have it backwards. This is not up for debate. The content can literally be designed to prohibit OR enact how a player behaves. I have done it.
What's up for debate is not for you to decide.
The content of course is designed in a specific way. In eso that means letting the group decide how they distribute the various "roles" in group, while classic trinity is an option but not mandatory. This is how this game was sold, call it an unique selling point (although other games like swtor also removed the necessity of trinity-roles from normal modes). Nothing wrong with that.
Then we have the reward structure, which is more of a problem: Currently it's incentivized to run random normal dungeons at high speed while perfectly overgeared on as many characters as possible per day. Then convert the gained transmutes into nirncrux and get rich.
You want rnd to be solely a place for questers and players learning their roles? Then the "veteran currency" transmutes must not be handed out for doing rng. Then this queue will be as empty as before transmutes were added.
and that design is what has led to what happens in dungeons. Had it been done differently, I would argue properly, these issues would not take place.
Speedrunning also happens in swtor, wow, gw2 and many other games besides them having a different game design than eso. Here a few examples:
https://www.reddit.com/r/swtor/comments/18iztwc/flashpoint_speedrunning/
https://www.reddit.com/r/wow/comments/12c3011/i_genuinely_believe_that_the_sweaty_speedrunning/
https://www.reddit.com/r/Guildwars2/comments/103y0ya/people_way_too_fast/
https://www.reddit.com/r/ffxiv/comments/1358rba/are_all_dungeons_this_hectic/
Most other games also have issues with providing enough tanks for pugs. Look for yourself:
https://www.reddit.com/r/swtor/comments/syprjh/why_tank_is_constantly_the_role_in_need/
https://www.reddit.com/r/wow/comments/yveg5l/the_tank_shortage/
https://www.reddit.com/r/ffxiv/comments/n4vpay/why_does_pf_always_lack_tanks_ex_savage_when_its/
In any single game, which provides "trinity-roles", we have the very same complaints and the very same discussions and reasonings like around here. Most of them are talking about pugs regardless of game.
So, no, it's not the game design. It's the pugs.
I am sorry, but you are completely wrong. WOW proves my point 100x over and has for 20 years. If those other games have speed running issues, then its based on their dungeon design, just like ESO.
The design of the dungeon sets the pace for the dungeon. If there is a speed running issue, its the designers fault, not the players. Players will abuse anything they are allowed to abuse and one of the designers jobs is to work around the fact that players are going to do whatever they can to break the game. Speed running, keeping new players from engaging in the content in a meaningful way is breaking the game.
Changes to how dungeons operate, will change this issue. Its actually a pretty simple solve.
Ignore the facts as much as you want. The official wow forums are more trustworthy imo:
https://us.forums.blizzard.com/en/wow/t/speed-running-dungeons-needs-to-end/1683426
[bI am sure this will be an unpopular opinion and get me insults, As a healer and a dps I am so sick of the tanks and some dps just rushing on through dungeons. I don’t think we should go super slow but let people catch up instead of dying just so you can prove that you’re fast and can’t add 2+2 together to figure out why you keep dying. I don’t know what can be done or if anything can but the speeders are ruining dungeon runs and the game in general for many people who actually want to play wow.[/b]
Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »The issue is not premades or pugs or personal attitudes or mean people or anything inbetween. The issue is literally the way the content is designed.
Most of the issues surrounding speed runners/fake tanks/not enough tanks etc revolve around the fact that the content was designed in such a way that these things are allowed to happen.
A designer can literally shape the content to quell every single issue we see in dungeons. It just takes the experience or will to do so.
Of course this is exactly the issue.
If dungeon-design were an issue (it isn't), all participants had problems with dungeoneering. But that's not the case, all complaints regarding role distribution/"fake roles" originate from pugs.
Of course the toxic players, which make dungeon finder a bad place, refuse to acknowledge this issue and blame everyone else for their bad experience.
No, you have it backwards. This is not up for debate. The content can literally be designed to prohibit OR enact how a player behaves. I have done it.
What's up for debate is not for you to decide.
The content of course is designed in a specific way. In eso that means letting the group decide how they distribute the various "roles" in group, while classic trinity is an option but not mandatory. This is how this game was sold, call it an unique selling point (although other games like swtor also removed the necessity of trinity-roles from normal modes). Nothing wrong with that.
Then we have the reward structure, which is more of a problem: Currently it's incentivized to run random normal dungeons at high speed while perfectly overgeared on as many characters as possible per day. Then convert the gained transmutes into nirncrux and get rich.
You want rnd to be solely a place for questers and players learning their roles? Then the "veteran currency" transmutes must not be handed out for doing rng. Then this queue will be as empty as before transmutes were added.
and that design is what has led to what happens in dungeons. Had it been done differently, I would argue properly, these issues would not take place.
Speedrunning also happens in swtor, wow, gw2 and many other games besides them having a different game design than eso. Here a few examples:
https://www.reddit.com/r/swtor/comments/18iztwc/flashpoint_speedrunning/
https://www.reddit.com/r/wow/comments/12c3011/i_genuinely_believe_that_the_sweaty_speedrunning/
https://www.reddit.com/r/Guildwars2/comments/103y0ya/people_way_too_fast/
https://www.reddit.com/r/ffxiv/comments/1358rba/are_all_dungeons_this_hectic/
Most other games also have issues with providing enough tanks for pugs. Look for yourself:
https://www.reddit.com/r/swtor/comments/syprjh/why_tank_is_constantly_the_role_in_need/
https://www.reddit.com/r/wow/comments/yveg5l/the_tank_shortage/
https://www.reddit.com/r/ffxiv/comments/n4vpay/why_does_pf_always_lack_tanks_ex_savage_when_its/
In any single game, which provides "trinity-roles", we have the very same complaints and the very same discussions and reasonings like around here. Most of them are talking about pugs regardless of game.
So, no, it's not the game design. It's the pugs.
I am sorry, but you are completely wrong. WOW proves my point 100x over and has for 20 years. If those other games have speed running issues, then its based on their dungeon design, just like ESO.
The design of the dungeon sets the pace for the dungeon. If there is a speed running issue, its the designers fault, not the players. Players will abuse anything they are allowed to abuse and one of the designers jobs is to work around the fact that players are going to do whatever they can to break the game. Speed running, keeping new players from engaging in the content in a meaningful way is breaking the game.
Changes to how dungeons operate, will change this issue. Its actually a pretty simple solve.
Even if you argue that this is a "crime". It's for the most part a victimless one since they for the most part make the dungeon finish quicker.
But this my problem. They never speed anything up, even on normal mode and base game vet mode. Both times recently actively slowing everyone else down.
Well, that is obviously not true yesterday I fake tanked a dungeon and did 90% of group dps + holding agro, this group would have cleared much slower with a tank in full tank setup.