How many players actually care about speed in MMO dungeons?

How many players actually care about speed in MMO dungeons? — Pcgamer
Source: Pcgamer

I've been playing a lot of World of Warcraft's new expansion, Midnight, and taking a brief sabbatical from Final Fantasy 14's nicely structured two-pull safety has reminded me that some games have figured out how to make dungeons that aren't just corridors. That design meets a trade-off when it runs up against WoW players' tendency to optimise everything.

Mythic+ is explicitly built around speedrunning, and people move fast. When I want to slow down I can pop into a follower dungeon, and as an Outlaw Rogue I'm happy to pop blade flurry and watch numbers fly across a big pile of enemies—though playing interrupt watch and juggling nameplates is a massive pain.

I've also had tanks giga-pull in normal levelling dungeons to the group's detriment. If a tank pulled two packs instead of five, I usually wouldn't mind. So when you're not on the endgame grind, is doing a dungeon super fast a big deal? And if the answer is no, why is everyone still shouting "gogogo"?

wow, midnight expansion, ffxiv, dungeons, mythic+, speedrunning, outlaw rogue, blade flurry, tanks, pulling