Trash Mobs — What’s the Point?

With all the talk about raiding and gear ownership, it really got me thinking about instances as a whole. What about instances can really be changed or improved in some way? This immediately brought to mind trash mobs. Trash mobs are something that have really just bothered me ever since I started raiding (and instancing in general.) Since I didn’t play EverQuest (for more than a week or two) I don’t know whether they started there, or whether they were popularized by WoW, but they seem like one of those things that were implemented once for whatever reason, and from that point on were a fixture in raiding and instancing with little or no regard for their function. If they are there, they must be serving a purpose, right? Let’s consider what all trash mobs are good for:

1) They provide the potential for a random epic/rare drop (as well as small amounts of gold and vendor trash.)
2) They increase your reputation with a faction.
3) They fill space, and make the instance seem more alive.

That’s really all that I could come up with as to why they are included in instances. Some might consider them to be a sort of “gear/skill check” but in all honesty, they are far easier than any of the bosses that you’ll face, with very few if any exceptions. They take up everyone’s time for virtually no benefit, so here is a list of reason why they should be removed altogether as well as suggestions to deal with it.

1) The random epic drops that fall from trash mobs can simply be an addition to the gear that the bosses drop (with the possibility of two or even three items.) As for the gold, it’s never really been enough to matter anyway. No one goes to a 10 or 25-man with the idea that they are going to get gold. They go for gear, and more than likely expect to lose gold for repair bills. Increase the gold drops on the boss (to about 25g each in a 25-man,) or forget about it.
2) Reputation? Drastically increase the amount of the reputation you get for killing the bosses to scale with the trash mob rep. This makes more sense anyways because, after all, they are the reason all the trash mobs are there to begin with.
3)Think of all the time you would save by not having to deal with trash mobs. It would more than cut raiding and instancing times in half. Not only that, but it would prevent re-clears. If you’ve proven that you can kill the mobs once (which, again, aren’t nearly as tough as the bosses,) why force you to do it again, and kill all that much more time? The challenge is with the boss fights, not the trash mobs which keep players from heading straight to the bosses. 25-mans and heroics have timers in place already to keep people from killing the bosses over and over again, so it’s not as if players can kill the bosses, reset, and kill again for more loot anyway. All it would do is free up more time for the players (or allow them to have more time for attempts on bosses.)

The only real reason to keep trash mobs in an instance that I see is because they make it seem more alive, but then again, how “alive” is it if you walk into a room with 6 sets of mobs, and you can pull only one without the others barging in? Perhaps they could leave a few additional guards around each boss, but there is no reason to fight through 30 sets of mobs to get to a boss. Seriously. If you REALLY want to leave trash mob encounters, make them all similar to Gruul’s Lair, and nothing at all like Tempest Keep. Also, if you insist on forcing reputation grinds on players, give them other areas in the world (possibly right outside the instance) to farm rep, but don’t stick it in with the raid.

They aren’t required and they serve very little purpose (other than to annoy,) so why should they be there?



1 comment so far

  1. Thallian on

    I couldn’t put this one better myself.. I think it just comes of not thinking outside the box.. Thats the reason for it. they have never bothered to do things different so why do them now. Its also a relic of old D&D dungeon crawls to do things this way.

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