Why do people leave groups in the new LFG system the moment a dungeon is assigned?
The instances I see this most often on are:
- The Culling of Stratholme
- Halls of Lightning
- Halls of Stone
- The Oculus
If you jump out of the group, you can’t re-queue for 15 minutes. For a tank or healer, that means 15 minutes plus a few seconds until your next group. For a DPS, you’re probably talking more like 30 minutes until your next group (on my battlegroup at least).
The thing I don’t get is that the ratio of time spent to emblems earned is better than it has ever been in the past. Nobody’s doing these dungeons for the experience or the achievements – those are for groups you organize among your guildies or friends. It’s a pure loot grab, sometimes with an eye for loot in the instance itself (for new 80s, or anyone if you get assigned one of the new dungeons), but most often by way of emblems.
Let’s look at the MPE (minutes per emblem) of various dungeons. I’m assuming a competent heroic group chain pulling, including optional bosses and that this is not the first random heroic of the day. If these numbers don’t agree with the time it takes you to run the dungeon, contribute to the poll to help make things more accurate.
Minutes Per Emblem
| Instance | Min Time | Min Emblems | Min MPE | Full Time | Full Emblems | Full MPE |
|---|---|---|---|---|---|---|
| Ahn'kahet | 20 | 5 | 4 | 30 | 7 | 4.3 |
| Azjol-Nerub | 15 | 5 | 3 | |||
| Culling of Stratholme | 23 | 6 | 3.8 | 25 | 7 | 3.5 |
| Trial of the Champion | 15 | 5 | 3 | |||
| Drak'Tharon Keep | 20 | 6 | 3.3 | |||
| Gundrak | 18 | 6 | 3 | 20 | 7 | 2.8 |
| Halls of Reflection | 25 | 5 | 5 | |||
| Pit of Saron | 25 | 5 | 5 | |||
| Forge of Souls | 20 | 4 | 5 | |||
| Nexus | 20 | 7 | 2.8 | |||
| Oculus | 25 | 8 | 3.1 | |||
| Violet Hold | 20 | 5 | 4 | |||
| Halls of Lightning | 20 | 6 | 3.3 | |||
| Halls of Stone | 15 | 4 | 3.75 | 25 | 6 | 4.1 |
| Utgarde Keep | 15 | 5 | 3 | |||
| Utgarde Pinnacle | 20 | 6 | 3.3 |
Assume that you get an instance you don’t like. You ditch, and get into another one immediately after the cooldown expires. I’ll use CoS followed by Utgarde Keep as an example. The aggregate MPE is 6 (15 minute cooldown plus a 15 minute run for 5 emblems). The only instance which gives that crappy a rate of return it the Pit of Saron. If you’d just stuck with CoS, you’d end up with an aggregate MPE of 3.3. You’ll only find three instances on the list above with a better return on your time investment.
So if you’re just there for loot, why are you shooting yourself in the foot, making the Dungeon Finder experience worse for others, and as some have suggested, exacerbating the problem by leaving a bunch of “just need a tank for Oculus” groups at the top of the DF queue?
Either you’re a mercenary or you’re not. If you’re looking for specific loot, queue for specific dungeons you want. If you’re in it for emblems, just suck it up and let the system work the way it was intended. Your failure to perform simple division makes you look like even more of a fool than when you just ditched the group.
Ah, and note to self: Mondays still happen when you’re on vacation. Post deadlines do too.
Until Next Time (when I hope to have something a bit more substantial for you instead of minor rants)
Update 5 Jan 2009: with the announced changes to Oculus, the instance is one of the lowest minute-to-emblem ratios around. It’s sad that this change was required, and even sadder that people are saying they’ll still drop group when assigned to it. Some people’s children….
Update 7 Jan 2009: Smells like wow.com’s been here. Updated a few mistakes in the original post and added min/max emblem calculations
Update 7 Jan 2009: I’ve added a http://blog.cold-comfort.org/long-heroic-runs/ to help get better data on the time it takes to run each dungeon.
Update 9 Jan 2009: With 30 some-odd repsondents to the poll, my original estimates seem to agree with our readers, save for Ahn’kehat, which was bumped up by 5 minutes for both full and minimal clears and Nexus, which came down from 25 to 20 minutes.




#1 by Malevica on December 28th, 2009
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I knew there was a reason I loved Gundrak. Just wish people wouldn’t skip Eck or half the bosses in Ahn’kahet, the time to grab the extra badge is less than the time to find another group, surely.
Out of curiosity, how did you arrive at your time estimates? Educated guesses, or did you measure them and round to the nearest five?
I’ll confess I have dropped out of a group at the beginning, because Pit of Saron is currently a bit of a bête noir for me. It can be smooth as silk, and often has been, even with pugs, or we can wipe on Forgemaster Garfrost (with the usual “crap healer, have you ever done this before?” comment when I somehow fail to heal through 18 stacks on everyone) or the tank can just fall over on the first couple of packs on the ramp before the last boss. I’m not comfortable in my ability to control events there and to not take it personally when I get blamed for failure, so I accept a 15 minute cooldown to avoid it. I wouldn’t drop group to get quicker emblems though.
I do recall a blue post recently suggesting that this could explain why some people always seem to get Oculus and others on their random list, because groups who have a drop-out get stuck at the top of the list. I spend a lot of time in HoR and HoL, so maybe there’s something to it.
#2 by Karatheya on December 28th, 2009
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Educated guesses mostly. PoS might be a bit high, but I was recalling groups that were clearing more than minimal trash for the hilt (which is, I suppose, accurate for most PUGs at the moment).
My bookmark-fu-fail hit me again; I recall that blue post you’re mentioning but couldn’t find it.
#3 by Malevica on December 29th, 2009
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Found it
http://forums.worldofwarcraft.com/thread.html?topicId=22049517735&sid=1&pageNo=3#41
No idea how to make that look like a pretty link, and since there’s no edit button on quotes I’m not going to make myself look sillier by adding or [url] tags all over the place.
#4 by RJK on December 29th, 2009
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Excellent Study!! Thank you will share this with my guild
RJK´s last blog ..Merry Christmas!!
#5 by Gravity on January 4th, 2010
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I had wondered about these ratios too.
Gravity´s last blog ..New TankTotals includes new effective health
#6 by Evan on January 7th, 2010
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Only problem i see with these numbers is CoS. 25 minutes is an inaccurate number with the RP stuff at the beginning taking a minimum of 10 minutes, sometimes closer to 15, making the time 25-40 minutes, with a new MPE ration of 5-5.7
#7 by Karatheya on January 7th, 2010
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As someone mentioned below, the RP takes 7 minutes, assuming that you work as a team (i.e. someone is waiting at Chromie as someone else reveals the 5th crate).
My groups never finish with less than 5 minutes on the timer, and if I have good DPS it’s more like 7 or 8, so I think 25 minutes is accurate.
#8 by Hart on January 7th, 2010
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The biggest problem here is that you’re assuming a smooth run with no wipes. People hate Occ because they wiped there while learning the cludgy drake mechanics. This isn’t really a problem any more, because anyone who actually sticks around for an Occ run probably has the skills to get through it with a minimum of pain – although I hear Blizzard is trying to fix that.
You also ignore the fact that some players have multiple 80s. If I bail on a group with my tank, I can switch to my warlock and queue up instantly. With 5 characters to choose from, it’s a better use of my time not to carry a team in greens through an instance unless they’re from my server or in my guild.
#9 by Karatheya on January 7th, 2010
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My stated assumptions (above the list of instances) was a competent heroic group chain pulling.
I only use the dungeon finder on my tank and healer, both of which are well geared. That means that I have the ability to compensate for weak members more than someone who only queues as DPS.
As for switching characters, that’s a values issue. When you drop group as a tank, you’re screwing four other people over. I don’t like to do that, even if they’re not from my guild or server, or even if I’ll never see them again. If you’re willing to be completely mercenary about it, then you can get around the dungeon cooldown mechanic.
On my server however, the queue times for DPS are about 10-15 minutes, so I can’t negate the timer, just reduce the 15 minutes by a little bit. Between the choice of waiting 10 minutes for a DPS spot to open and just getting the dungeon done, I’d rather not leave four other people without a tank.
#10 by snuzzled on January 7th, 2010
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I’d like to see this same list, but only doing bosses you cannot possibly skip. I’ve done AK and people skip Elder Nadox. You have to walk right past him, why skip it? People are dumb.
But I bet it would significantly change some of these figures, for the worse actually.
#11 by Karatheya on January 7th, 2010
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I added a few more data points. In some cases the skipping strategy gives a worse MPE, in others it gives better.
Skipping bosses without unanimous consent of the group is a pretty selfish thing to do though. Sure, you may only be here for your two frost, but you didn’t gear up your character solo – people helped you, and 10 more minutes out of your day to help someone who isn’t fully decked out is the right thing to do IMO.
#12 by uteboy on January 7th, 2010
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Ahn’kahet I’ve done full clears in 20 minutes or less happily, and a full clear is 5 bosses – so 7 emblems.
#13 by Mark on January 7th, 2010
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I think you overestimate length of time for Oculus with competant geared people Every Occ attempt I have done recently has been sub 20 minutes. This includes an all red drake run for the Amber and Emerald Void Achieves.
That by my calculations puts it at a jaw dropping 2.5 MPE
Not to mention the chance at a epic mount and gems.
Please Blizzard bribe me some more to do stuff I already like doing…
#14 by Karatheya on January 7th, 2010
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Every time I do Oculus, I try to get people to choose drake colours as we clear to the first boss. I know the group is going to be slower if nobody does – typically because they don’t know all the drakes well enough to form a mix in their head.
When you do down the first boss, it takes 2-3 minutes in my experience for a PUG group to get mounted up and start clearing the platform.
#15 by Ryonar on January 7th, 2010
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Umm… Not to nitpick, but Heroic Ahn’kahet has 5 bosses in it, for a grand total of 7 emblems once you factor in the bonus pair. That puts it on par with The Nexus and CoT: CoS for MPE.
#16 by GhostRoc on January 7th, 2010
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What about Violet Hold?
#17 by Ebichu on January 7th, 2010
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CoS takes 7 minutes to start the first wave of ghouls from zone in. 7 minutes of sitting around also feels a lot longer than 7 minutes of killing things, even if it’s trash.
#18 by Daniel on January 7th, 2010
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Nice try but in all sincerity I think you are woefully underestimating the time it takes to run most of these instances. Perhaps 20 minutes for DTK is reality for a group that has been playing together for the last year and is geared in HTOC gear. But I think that describes about 10% of the player base.
But for a PUG, double that time.
#19 by Karatheya on January 7th, 2010
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I have never been in a group, no matter how bad, that took 40 minutes to clear DTK.
It’s a linear dungeon with very few tricks to it – nobody tries to avoid consume on Trollgore, you only need one competent person on the stairs for Novos, and groups rarely do the achievement on King Dredd.
Even undergeared DPS should be getting through it in no more than 25-27 minuets. But as I prefaced, the list assumes a competent heroic group.
#20 by Hatch on January 7th, 2010
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Your estimation of how many minutes Oculus takes *with a random pug* is waaaaaaay off. The average is somewhere closer to 45 minutes, assuming you stick it out every time rather than leaving. It has an atrocious MPE, and people are right to avoid it when solo Qing in the random dungeon finder.
Also keep in mind that many don’t need Triumph Emblems anymore, meaning they are running only for the Frost Emblems for completing the instance. The MPE changes drastically if each instance only yields 2 useable emblems for you. Especially considering the risk of a failure, which would get you *nothing* if all you’re there for is Frost. And Oculus has by far the highest risk of failure in a pug.
However, it has a great MPE if you run it with a skilled group of friends/guildies. But that’s not the situation we’re talking about. No other instance needs its difficulty qualified with the words “with a good group”, and I think that’s devastatingly revealing.
I’m actually posting a series about Oculus on my blog this week if you want further explanation of what I mean.
#21 by Karatheya on January 7th, 2010
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I think the problem is that some tanks who know the instance well insist on clearing the absolute minimum number of drakes. This typically leads to someone who doesn’t know the instance as well pulling one of the regular drakes on Varos, or pulling as you move from the walkway to the platforms.
When I’m leading the group, I clear maybe 3 or 4 drakes more than the bare minimum. I don’t tend to have to double back to save a DPS who strayed from the tight flight path I’m flying.
I think if more people did that, there would be a bit less whinging.
#22 by Karatheya on January 7th, 2010
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As for the frost vs triumph issue, that comes down to values.
I was helped by others to gear up, so I help others gear up. It doesn’t matter if I don’t know them and will never see them again. That’s part of what makes me who I am.
Even if you only need the frost emblems, it’s not like triumph is worthless to you. The average price for an uncut epic gem is around 100-150 gold, and crusader orbs are still going for 250-300g.
In the worst case, you can think of each Triumph emblem as being worth somewhere between 5 and 16 gold, and many of these bosses are literally 2-3 minute excursions from the minimal path.
Even daily quests that reward 13g usually take more than 3 minutes to complete.
#23 by moz on January 7th, 2010
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I was under the impression that you would only get 4 emblems by doing Forge of Souls. I might have missed the Devourer of Souls dropping 2 emblems though.
#24 by Meadred on January 7th, 2010
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Excellent analysis! However, there are two things I think one could consider in addition to the “pure” MPE score. First of all, I’m missing some kind of factor for “rewards of alternate activities”, i.e. if you drop out of a random dungeon, how can the time until you get into the next be spent? If the only reason you play WoW is to hunt emblems, I can agree that down-time due to dropping a random dungeon is “lost time”. However, personally I still have lots of stuff to do in Northrend – quest, dailies, etc. – so to me, that down-time wouldn’t be wasted at all. Secondly, somewhat of a tie-in with my first issue, is the fun factor of a dungeon. Once again, if you’re only in it for the emblems, this probably is a non-factor. However, I play WoW as a pasttime and want the experience to be enjoyable. Hence, certain dungeons (mainly HoL which I hate fervently) make me go “Oh, no, not this one!” and look longingly on the “Teleport from Dungeon” button. (Just for the record, I haven’t as of yet dropped out of a random dungeon though I have been sorely tempted a fair number of times.)
So, if you add in these two factors to the MPE calculations, I at least understand that people drop out of un-desirable dungeons.
(
#25 by Karatheya on January 7th, 2010
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This is where it becomes a much more personal analysis. As some commenters have mentioned, you might go play on an alt, perhaps using the dungeon tool to do so. You might do dailies, or you might go make dinner.
I’m not suggesting that anyone who drops group is going to sit idle for 15 minutes, but that anyone who does has reduced their emblem income.
The bigger issue as my replies should show is that people look at the difference in personal benefit only, without considering the negative impact their actions have on others.
Anyone who drops group is taking some time (perhaps half a minute for a DPS, possibly 10 or more minutes if they’re a tank) away from four other people. Sure, you may be able to minimize the impact to yourself, but you’ve inconvenienced other people because you’re afraid to do something that might require a modicum of attention.
None of the heroics in the game today require any more time or skill than the ones available at WotLK launch did with people in 187 blues. Some (ToC and up) require more gear, but once you understand the mechanics they are really pretty easy.
People do tend to set up a self-fulfilling prophecy though. “Oculus is going to suck, so I’m going to sulk my way through the dungeon”. Ask yourself why Oculus sucks. Is it because nobody even bothers to check if everyone understands their role? I can give a concise explaination of the dungeon in two minutes (spread out over the course of the run) that makes things go more smoothly.
If you get into Oculus and nobody even asks if everyone knows their role, why are you surprised when the group fails? Some people never even saw the dungeon before 3.3, so you’re going to have to explain it to them *just like we did for the Frozen Halls right after the patch dropped*.
Instead, I see a lot of “it’s an old dungeon, if you don’t know it that’s your fault” followed by “you screwed up! You suck! Oculus sucks!”.
We have much more of an ability to positively influence the outcome of dungeons than we tend to use. If a passive role is making certain dungeons suck, try asserting yourself to make the run go better. Even just establishing a rapport right off the bat with the group can form some small bond that will discourage people from bailing after the first wipe.
#26 by Hákon on January 7th, 2010
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“Your failure to perform simple division makes you look like even more of a fool than when you just ditched the group.”
Burn!!
Sir, I salute you ^^
#27 by Internet Ghost on January 7th, 2010
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I think your nexus time is a bit high. I’ve consistently finished it around the 20 minute mark. The fastest I’ve ever done it was about 15 mins 45secs.
#28 by Meadred on January 7th, 2010
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I must say that your attitude regarding other players’ time and enjoyment is most commendable. It is fellow gamers like you that has kept me from dropping out from random dungeons so far. Unfortunately, you are few and far apart.
I definitely hope that your solid analysis manages to persuade the indifferent majority of PuGers to change their attitude towards PuG groups. Especially as it is, at least in my experience, those gamers who are most concerned about the MPE that are the most abusive and least forgiving about the performance of “their” PuG groups.
Good luck and happy gaming!
#29 by Notanalliance on January 7th, 2010
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Times are spot on or even a little long: now.
A lot has changed over the last few weeks as PuG’s are now getting used to speed run the dungeons where some of the brave souls had never ever been.
I farm the LFG like a chinees on steroids and make very decent G out of it.
Another added bonus to the cross realm groups, that I have not seen mentioned, is that people are FAR MORE relaxed now with the need vs greed discussions. Want it? Take it! Where as on own realm groups I have lost more time over the bickering about who is allowed to need what then with the dungeon itself.
The times mentioned above are nice guidelines, but I am sure you will see that you can shave off 10 to 20% off the time once you’ve been puggin a little more and get a better feel for the qualities of the individuals and learn how to motivate them to perform better. I keep track of my PuG round times and can assure you my overall average is better.
#30 by Valiant on January 7th, 2010
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OK, so I have 2 accounts and I group my tank from one account with my DPS from the other to achieve an instant queue. Then my tank drops once in the dungeon.
The group is put to the FRONT OF THE QUEUE. They get the next tank!! So if my tank did not queue, they get the tank they would have waited to get.
I fail to see, except in some minute chance a tank is missed while we zone, how this hurts the group? Average wait time is less than one minute. So they miss a minute in Azeroth.
#31 by Karatheya on January 7th, 2010
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They don’t go to the absolute first position in the queue, but they get placed ahead of groups that have not yet started.
If you’ve been on the other side of the equation instead of being the one who ditches, you’ll know that a tank ditching can mean a delay of up to 15 minutes. Last night in Gundrak (at 6:30pm) our tank disconnected on zone in. It took 11 minutes to get a new one.
#32 by Occatio on January 8th, 2010
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I noticed your poll did not include times underneath 15 minutes. I didn’t see anything about that in your post about that. Under 15 minute runs still have value as the random dungeon finder debuff is removed upon killing the final boss of any instance.
You can also skip two bosses in Utgarde Pinnacle (Svala Sorrowgrave leashes and you can skip the Gortok Palehoof event) and three bosses in DTK (the first two leash and the third can be avoided).
I’m mildly interested in the most efficient route mapping for specific instances. For instance, does full clearing Halls of Stone provide a larger MPE than skipping Krystallus, but hitting every other boss. But I recognize this is beyond the scope of this article.
All in all it’s quite interesting to see the data analyzed. I know that with three tanking toons, I’ve been guilty of skipping bosses without the consent of my group (my pally in particular tends to skip many bosses in an attempt to get at that frost). I’ve made it my new years resolution to puncture my inflating ego and sense of self-worth when tanking random heroics (Although it would be nice if I never got groups without somebody pulling sub 1k dps).
#33 by Nex on January 10th, 2010
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Great writeup.
#34 by Hatch on January 11th, 2010
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Gotta laugh when someone defends Oculus with “well if you stop and explain the instance to people, then it’s usually not so bad” What other Wrath heroic requires babysitting your pug through it, just to *not wipe too much*?
As for the value of Triumph emblems, part of the problem with your analysis is that I would never choose to spend my time gathering triumph emblems nor money (which you suggest gives them worth) because I have no need for either. I’m only in the dungeon finder for the Frost Emblems, period. In theory, the triumph emblems have some value to me, I guess. So does linen cloth. Should I choose to spend my time gathering linen cloth? And the few gold per emblem you suggest I could get in under a minute selling a glyph or in 5 minutes of herbing/mining, so the triumph emblems represent a horrifically bad gold per hour.
I refuse to blame people who leave Oculus when it comes up, and I refuse to even imply that they are inconsiderate or that helping others just isn’t “part of who they are”.
Oculus is a design mistake.
Blame Blizzard, PERIOD.
Don’t blame the players for making rational decisions based on knowledge about Blizzard’s mistake.
#35 by Karatheya on January 11th, 2010
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You claim it’s a design mistake because it’s not overpowerable with gear.
All the heroics required some level of explanation when WotLK first came out and we were in 187 blues or 200 purples.
- you couldn’t just force-fire down the first boss of Gundrak hc – you had to run away from his poison nova.
- you had to move during the Loken hc fight. At one point, he held the top spot for players killed
- not killing void sentries on the Zuramatt in VH hc would wipe your group at worst and put severe stress on your healer at best
- a tank eating dark smash on Ingvar hc could easily cause a wipe.
These mechanics are all still in place, but you are able to ignore them due to your gear. Oculus removes gear from the equation (leaving only skill) and people freak out. Oh noes! I can’t faceroll this instance!
What if the difficulty of heroics scaled with your gear, in such a way that UK heroic was as difficult and challenging in 232 purples as it was in 187 blues?
This claim that “because gear is so much higher everything should just fall over at a touch” doesn’t make much sense to me. Yes, you’re more powerful. Does that mean that you no longer require any thought or effort to get some reward? No, it doesn’t.
The issues with Oculus are caused by Blizzard – but not for the reasons you suggest. The amount of gear and how easily it is obtained since patch 3.2 has overinflated your sense of self-entitlement. You don’t think you should have to give any consideration to the hundreds of thousands (if not million+) people who started playing this game since WotLK launched.
If you only play WoW for personal acquisition and don’t give a crap about anyone but yourself, then my approach may seem a bit strange to you – but your attitude is even more strange to me. “I love gatherings, but I hate people”.
And yes, the chart could only measure effort for EoT. A chart that measures minutes-to-EoF is just a list of instances in order of run length.
#36 by Hatch on January 11th, 2010
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PS: If you leave, you are barely taking time away from others. Since the group hops to the near-front or front of the Q, they’ll only get a long wait under extraordinary circumstances (ie only if a tank leaves AND there are unusually few tanks in Q). Meanwhile, if you stay, you are taking a major risk (with Oculus) that the other people in the group will be robbing *you* of time.
And, you are such a kind person that you’d rather *force* someone else to run a dungeon they don’t want to run than inconvenience the other 4 for a minute while they wait for a replacement? (again, long waits are RARE)
#37 by Karatheya on January 11th, 2010
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You signed up for a random dungeon, thereby agreeing to run the one the game assigns you to.
If you want to run specific dungeons, pick them and take lesser rewards. Otherwise you’re saying “I want the rewards, but not the responsibility”.
I’ve regularly waited 10+ minutes for a new tank who quits without saying a word on zone-in.
Why do you feel you have the right to waste my time?