Why are you skipping Danger Rooms and Arenas? DO NOT SKIP.

I'm desperately trying to get back into the habit of joining parties for my Jelly runs after soloing it for a few days, but people are afraid of money. Why are you afraid of guaranteed cash? What is there to be scared of? The Slime Danger Rooms are a joke and the Gremlin ones only require you to rush down the healer. Where's the problem? What is this fear that keeps you away?
I honestly want to know what the rationale is behind skipping something that is a straight profit. 3 Energy for 1,000 crowns, mats and lots of heat? And you walk away? Hell, I've seen a Magic Cloak drop from one! For 3 Energy! Where's the drawback!?
This is just the most frustrating thing! It's free money and you walk away! Why!?
Danger rooms are a threat to low-skilled players. It's not clear what challenge you'll face inside, and it's easy to die.
That said, Danger Rooms are definitely optimal once you can survive them. This is especially true for F2P players who are done when they run out of ME and need to squeeze every crown out of every elevator they can. As an added bonus, the treasure room at the end seems to contain an above-average likelihood of containing tokens and rare materials. Unless I'm in with a group that I am really not comfortable with, I encourage them strongly to do the danger room and even offer to play the door charge. Usually they will go with you if you do that much, but perhaps my experience is contrary to the average player.
I really don't feel comfortable doing it with pubbers. Otherwise, I have no problem.
That's why I just solo, so I don't have to deal with randoms
well, with gremlin arenas, a room full of bombers can be a problem...
slimes ARE easy as pie... until you find yourself fighting metal slimes with electric areas of the floor...
Most people are horribad. Not just the regular, inexperienced type but so awful I'm surprised they can even dress themselves in the morning.
That's why.

I don't think most people realize how important/profitable it is to do danger rooms, and they don't realize it's profitable even if you have to energy rez once or twice. That doesn't even take into account the chance to get something better than crowns/heat from a treasure box (even though it is a very low chance).

This has been something that bugs me a lil aswell.
I use to always open door and convince party to go(sometimes some wouldnt even join when 3 of us were waiting inside)
After a few runs with randoms i just decided to follow what the group decides without my convincing, due to ppl setting fire to oil slimes or shocking them, or people going all suicidal slack an hash and needing me to revive them in the first wave :-(.
Sure, i occasionally need a revive when with randoms, but lately its just been danger rooms when theres 2-3 of us are friends in the group, and at most 2 randoms. People i know who are not just competant, but know how to support well. Assisting ppl cornered by a mob, not knocking back monsters into other allies at bad times etc.
With friends in dangerooms, seeing anyone needing to be revived is a rarity. With randoms, reviving other players can be where u yourself lose 90% of your HP.
Half the time with randoms you dont even get a chance to pick up a vial/HP pot by the time you find a dangeroom. 3 others racing straight towards them, often ignoring monsters to do so.
I don't buy CE with cash. Any CE that I need for forging comes from the crowns I earn. That said I don't like to waste CE when doing runs. In order to do a complete JK run without using any CE it is required that I have at least 75 energy (this is if I start from the mansion or 1 level down and counting the slow energy regen). The quality of public parties is questionable, and it usually takes me 2+ tries to find one competent enough to kill the king. I have 2 tries from 100 energy to find a party that's suitable (this is assuming they're somewhere in clockworks not in the mansion). I usually take both those tries to find a party, and sometimes that's not even enough. Now I'm at 80 energy and in the worst case scenario I'm at the very first level down from the mansion. This means that I can die once (or open one gate) on the way down and pay for my own revival. Any more than that and I start running into my CE to get myself down.
I'm perfectly willing to do danger rooms, but not on my energy dime. I would much rather save my energy for a revival which, may end up saving my party, than use it on a few extra crowns and a chance to get items I might never use. Now, if I have extra energy because I found a competent party on the first try or I got to start on a lower floor, I would want to keep at least 15 energy in reserve for revivals (this gives me 2 revivals instead of 1). Also, if I spend my energy to open a gate and my party members don't want to follow me in (always afraid this might happen) I just wasted 3 energy for nothing -_-. At this point I do not stop at danger rooms unless 2 or more people in my party stop or someone just goes and opens the door.
whats the point of doing danger rooms? they give me nothing that I already Don't have... if I'm in a dire need of crowns and Heat I'd do a simple jelly run which is way faster and much much more efficient. and what possibly good mats could u get from a danger room?
Arenas are fine in my opinion since they have a wider variety of monsters which can lead to sunsilvers and etc but as far as danger rooms they literally offer nothing of value for most players and what they do offer can easily be gotten else where. such as Deconstruction zone and jelly runs.
I also never do arena's unless I'm doing it by myself or with my friends on vent cus I just don't trust pubs

i handle danger rooms pretty well now. I'll even solo any i come to through t2 if i feel like it. BUT something i noticed before:
it seemed impossible unless you had gear for the next tier.
as in, i couldn't live through t1 danger rooms until i had my t2 gear, t2 rooms until i had t3. not saying that's always the case. just a reoccurring pattern. of course, i was always with random people, which kinda sucks.
I skip danger rooms most of the time because I am NOT a 'pro', and do not enjoy A) being FORCED to use a non-gun for most of them, and B) having to do everything JUST RIGHT or spend 30+ energy just to get it over with and move on.
Question answered. Next?
"whats the point of doing danger rooms? they give me nothing that I already Don't have... if I'm in a dire need of crowns and Heat I'd do a simple jelly run which is way faster and much much more efficient. and what possibly good mats could u get from a danger room?"
I don't understand this whatsoever. If you don't want crowns, heat, or mats, then why are you even going into dungeons in the first place? I run into danger rooms all the time on the way to the Jelly King, or at least I did when I was boring and ran him a bunch of times in T2. They're an extremely energy efficient way to get crowns.
You may as well ask "what's the point of advancing your character or having fun?", since danger rooms abound with both.
I have begun to skip most danger rooms because the time commitment is not worth it. I solo most of the game, and always pay attention to the crowns I have before and after a danger room. The result is between 250-600 crowns (tier 2, whatever JK stratum is at the time). I don't get the 1000 crowns OP says. Of course, I'm only counting the crown count in the upper right, not the selling of mats or the value of the 1-2 tokens I get after the danger room is done. I survive the danger rooms just fine without dying, and finish relatively fast. Still, that takes 10+ minutes, and for what? The cost is 3 energy, which is 120 crowns. Worst case, I get the 250 crowns and no tokens, netting me 130 crowns for 10+ of playing. Best case, I get 480 crowns for 10+ minutes, still not great, but okay. That's a waste of time when the first two floors of the Jelly Palace yield over 2500 crowns and only take me 25 minutes to solo.
That's why I skip them, but this should not matter to you, since I solo. When I'm in a party, I'll do what the group wants, and of course, danger rooms can be fun. I don't find them fun solo, circling the strip of thorns with spikes in 4 corners.
I don't understand this whatsoever. If you don't want crowns, heat, or mats, then why are you even going into dungeons in the first place? I run into danger rooms all the time on the way to the Jelly King, or at least I did when I was boring and ran him a bunch of times in T2. They're an extremely energy efficient way to get crowns."""""""""""
u know completely didn't think that through.... the amount of time I spent wasting on that tier 2 danger room that prolly ends up being gremlins that gives like no heat at all especially if its before the vendor stage is just not worth it. perhaps if u got a chance of an actual decent rare drop at the end it might be worth the effort or time. if its a slime danger room u got lucky u can just melee everything if its a gremlin u gotta run around in circles tring to kill the healers while u get chased down by the other gremlins.
and like I said if I need heat or crowns I'd do a jelly run that still counts as a dungeon I can get to stage 15 & 16 in about 7 minutes via just speed running through the stages, some people really have no idea how large the amount of heat u get from stage 15.
and stage 16 is just god tier for leveling up stuff and making money
I am similarly plagued with overly timid party members, and given that I know for a FACT that I could solo nearly any danger room I'm encountering on a regular basis, it's made all the more frustrating when the average knuckle-dragging populace seem to view them as not worth the effort. This seems to stem from:
1) Impatience. This is sheer stupidity and a refusal to think matters through, as by any measure the reward/time ratio for just spending a few minutes to clear out a danger room is higher than anything else you can do on the same level. That is to say, of all the things you do on one strata, a danger room gives the best bang for the buck for time invested. NEVER SKIP BASED ON TIME CONCERNS ALONE.
2) SHINKO, this is addressed at you. --> "Cheapness" with energy, and a severe lack of understanding that the net value of that 3 energy is basically re-imbursed to you four times over just from the profits of the room alone. Three energy is about 115 crowns on the current market. It's important to always think of your energy and crowns as interchangeable; it helps you make better decisions in terms of how much you spend. 115 crowns, even in tier 1, you will make back within a minute of starting a danger room. The first cheap mat that drops will probably get you there. Also, understand that one token of any kind, all by itself is probably worth at least 150 crowns, if not more. Collect a couple of shards, a single 2* mat .... you've made back the three energy. This is, of course, not even mentioning that you'll make back that 115 crowns several times over just with the coins that will drop. As an economic concern, danger rooms and arenas are ALWAYS worth it. NEVER SKIP BASED ON ENERGY CONCERNS ALONE.
3) Perception that they're "unsurvivable" without huge investments of resurrection energy, which if you really understand your own skill/gear limits in the game, is the only valid complaint. Then again, the only way you're ever going to be able to start cracking these oh-so-lucrative nuts is to practice, and that means diving IN. NEVER SKIP JUST BECAUSE YOU THINK YOU SUCK TOO MUCH -- this is the way to get better! Play defensively. Consider avoiding damage to be ten times more important than dealing damage (meaning, only strike, place a bomb, or shoot when you know you have the time to do so without getting hit). Watch your enemies' patterns.
Perception of danger room difficulty is often nowhere in the same universe as *actual* danger room difficulty; same goes for areas 2 and 3 of an arena level. The truly ironic thing is, they're often EASIER to solo for someone who really knows how to address each type of enemy that these places throw at them, because newer and less experienced players kind of take a button-mashing approach to things and utilize some less-than-advisable tactics .... like madly dashing into a crowd of six mechaknights, sword swinging. Stupid party tactics in danger rooms also include knocking enemies into teammates, kiting enemies through the kite paths of other teammates, and (really annoying) distracting enemies from bomber circles and/or refusing to try to kite/knock those same enemies into the bomb circles....thus, they can be easier to solo.
Nevertheless, I'll always stick with a party that has the collective brains necessary to agree to do these things without putting up too much of a fight.
I've gotten to a point, however, in which I WILL OUTRIGHT DROP THE PARTY AND GO SOLO if there's one or more stubborn people who refuse to venture beyond the energy gate. Soloing takes longer throughout the tier clear, but I'm not going to willingly skip such a lootfest of mats, potential tokens, crowns, and heat.

hmm, if someone else is adamant about going in, I'll go but otherwise I don't care. The three energy doesn't bother me so long as my energy is not divisible by 5 or 10 (similarly, this is why I don't have much problem opening one treasure door).
I also don't have a problem with random parties. It's fun to play with others, they screw up sometimes, sometimes I'm the screw up, but whatever. I have a general opinion that most of the people running JK are decent, why? Because more than once I've went in with people who never even made it to the king and they came out victorious with me (and I don't use awesome equipment).
So why do I tend to skip them? Well since I'm primarily on a JK run and most danger rooms tend to be on the stratum before that, [if you ignore the fact that I rarely even walk down from moorcraft anymore], it IS the revivals that are my issue.
Reviving once or twice is a problem especially if I'm to go to JK where I tend to still die at least once (and waiting for your party members to revive you is kind of a no no there unless you can tell its almost over). As far as profit is concerned, if the reward is 1000 crowns and I revive twice that's roughly 400 crowns gained (15 energy is roughly 600 crowns). Yup, that's a gain, not to mention possible tokens and materials, but I feel my time is better spent elsewhere. And then if I die in JK, I lose my shot at reviving to finish him because if I do, even once, that means fighting JK cost me 1200 crowns (10 for entry, 20 for revive. 400*3).
Now I will admit, those times I've went in Danger Rooms since I've gotten better, I tend not to have to revive with energy so long as I have a party, but this is just Tier 2 anyway. It's not enough of a draw for me. I could get down to the next level and move on faster. I'd like to point out that since I rarely waste energy on the first half of a stratum, monitoring my friends and guildmates progress is more important and the faster I get done, the faster I can jump in on their run at a beneficial time. Additionally, that allows me to potentially meet more people to add so I can do this even more (and they can do the same if they wish).
I do not skip arenas. They may be of a similar concept, but I feel freer in there, even with the final spike area. And I tend to know how things appear even if I don't know what appears. But does anyone really skip arenas? I've only ever seen one person say let's leave early and that's because they had to do something in RL. The other time was when I was with a new to Tier 3 group and we struggled a bit through the second room so we skipped the third one.
I play solo at a pretty slow pace, so I can usually afford the danger room fee by my energy naturally regenerating.

@dukelexon, if you drop and go solo, is the danger room still balanced (enemies hp) for a party of four? I ask this because i've noticed if someone drops out of a party of four in a graveyard there are still 4 phantoms. Also i've noticed if i join someone in a graveyard--now 2 people, if they are at the very beginning there will still be 2 phantoms, but if they are mid dungeon, only 1 phantom.
@NegimaSonic, that is a perfectly acceptable reason to not do danger rooms. i might not like you not wanting to do it if i was on your team, but at least you have a well thought out reason/strategy for not doing them. Good job :)

@Jeburk, I probably will still do them, but like I said, people gotta want to do them, alone I just don't care right now >.>
lol You sound like Magnus, FenixStryk.
Danger rooms can be deadly to someone with serious lag. This seems a decent reason for not going into a room you can otherwise avoid. Amusingly, danger rooms remind me of graveyards: a challenge, very rewarding, but something some people dislike because of the difficulty. Sometimes they just want to bash on things without being unnecessarily overwhelmed.
@jeburk
That's an interesting quirk about graveyards, I never knew that (then again, graveyards are another one of those things that tend to actually be easier to do solo). It's been my experience in other types of strata, however, that going solo will immediately cause the whole level to reload (bringing you back to the splash page), and the enemy difficulty re-adjusts at the same time.

@duke, yeah and i didn't even say what i meant either--same thing but more pronounced. When i drop out of a party of four during a graveyard, it is 4 phantoms vs one me!!
Thanks for the info, i will here on out do danger rooms/arena battles one way or another. Team or solo.
Huh. I was in a T3 graveyard earlier today with two others and went solo. I only had one phantom on me at any given time, but the zombies that were spawned from before I went solo seemed to have the HP standard for a 3-man group.
I have a reason; tier three, nine quicksilvers, no shivermist or any freeze. How's that for a reason?
Most randoms I play with seams to be allergic to money.. They run past danger rooms.. dash throught graveyards and dont take time to slash the bushes..
I want the money guys!!
Aren't activated quicksilvers invulnerable to freeze?
I used to be in the "Danger rooms are always worth it!" camp, but I've been screwed too many times. I can handle four out of five danger rooms, but once in a while you're hit with something completely ridiculous, like six invulnerable Quicksilvers. I don't think I'll be encouraging groups to do any more danger rooms until there's a way to give up on the room and finish the rest of the run.
I laugh in the face of danger. HAHAHA!

^ if that was a reference to The Lion King, then you're my hero!
^If it wasn't, I still have some small shred of respect for you.

I love danger rooms and arenas, danger rooms in tier 1 and 2 I can normally solo with no problem. 3 Energy is worth approximately 120-150 crowns... I make that up probably a good 10 times over between killing everything and the lovely chest room. Arenas are even better. No Energy required to do all 3 parts (assuming you don't die), a ton of crowns from the enemies, 31 treasure chests (even though only 1-3 are usually red chests), and unlike a danger room they're the same strength as regular monsters in that stratum.
Overall its a net gain usually. What I refuse to pay for (but I see others do a lot when I'm in parties) is the treasure room Energy doors. Even if its 2 red chests and 2 green chests, which seem to be the best one they ever give, the chests don't normally give enough to make up the cost of opening the door.
~Gwen
In a quicksilver/shocking floor danger room I tried freezing activated quicksilvers with shivermist, but they cruise straight through. They killed us all many times over.
The next time I hit one of those rooms I was in a duo party, we stood in the middle and knocked them back in cardinal directions. That seems to work and none of them were activated. I think the problem is that the usual kite-around-the-edges leads them straight over the shock plates.
Yeah, a fairly good tactic is to stand in the middle and use some sword that knockbacks on first hit and doesnt make you move.
I got a Toxic Vaporizer from one of the red treasure chests after completing a danger room.
The thing is, I was using my weaker computer so I had to resurrect a couple of times.
I'd really like a Striker Recipe...

Shock stage hazards do not supercharge Quicksilvers.
And while we're at it, T3 quicksilvers can activate themselves. That guy shooting with the Cryotech isn't the culprit.
T2 Quicksilvers shock themselves, too.

@OnmyojiOmn
They can shock each other once one is charged, but pre-T3 Quicksilvers cannot willingly self-shock.
You may witness such an occurrence in Stratum 4 danger rooms, though. This is because danger rooms there seem to spawn T3 equivalents of the mobs.
"T2 Quicksilvers shock themselves, too."
I did countless quicksilver danger rooms when Onyx Falcon was up and they never self shocked.
*cries* This happened to me again yesterday. They make Ironclaw menders look like a free money...and to think they used to be my most pressing problem in this game. And with the knowledge they can no longer be frozen, can anybody suggest a strategy that would work with a reasonable chance of success? I'd rather fight nine Vanadukes in a 3rd stage arena than 9 quicksilvers.
If Quicksilvers can self shock, it'd be really nice to know when they do that as opposed to being charged by a player. We had a Danger Room go south when a mass of quicksilvers charged, and nobody was really certain who was at fault (two players had voltechs, and swore they never fired them). That's just another situation that would drive players away from danger rooms.
Note: tl;dr at the bottom. :P
If I'm doing a Jelly King run I tend to skip danger rooms when my health is already low. I want to keep my revives as cheap as possible. Sure you could get lucky and get some jellies to smash up. You could also land in a pile of bomber gremlins. I'll take that risk anytime when I'm not going for the Jelly King. Or occasionally if I'm still on the first floor since the start of the adventure, then if anything goes wrong I can just take the elevator up at the end and try again with the revive cost reset.
So yeah I do skip danger rooms sometimes. I've once skipped the 3rd stage arena, when already on the 1st stage it was spawning lots of retrodes. All those things need is a bomb attack to be in league with the gremlins... guess I'm just not properly equipped / skilled against them yet. That's ok, I'll pass today and kill them later (when I've crafted an alchemer to replace my peacemaker in certain strata).
So yeah I've skipped an arena once... Danger Rooms and Arenas are worth it, if you know you will probably survive. But Danger Rooms and 3rd stage Arenas would be broken if anyone could do them. Nick has stated on this forum that they're supposed to be extremely difficult, that it would be valid for people to pass them up. (Can't find the original post, this forum doesn't support searching by username and google search is very limited as well.)
tl;dr: cut people some slack. Danger Rooms aren't for everyone.
Why indeed.