Not All Players Want to Rush: Rethinking Dungeon Incentives

Lately, I’ve been reflecting on the experience of running dungeons in World of Warcraft and noticing how many players seem to favor skipping not only packs of mobs but even entire bosses. For these players, the primary goal often appears to be completing the dungeon as quickly as possible, with their focus fixed on the end-of-dungeon XP reward. In many cases, up to 50% of the dungeon—if not more—is bypassed.

Let me start with a personal bias: I’ve never been a fan of skipping content or treating dungeons like a level in a speedrun game. Even as a kid playing Sonic 3 or Sonic & Knuckles, I preferred taking my time. I would collect as many rings as possible, defeat every enemy I encountered, and uncover every secret I could find—often backtracking within the 10-minute level timer to do so. Completing a level in 8-9 minutes, with over 200 rings, several extra lives, and every enemy defeated, felt far more rewarding to me than blitzing through it in 90 seconds with only a handful of rings to show for it. But I digress.

Back to World of Warcraft. I understand that speedrunning dungeons is widely considered one of the most efficient ways to level a character. However, not everyone in a dungeon group is there purely for XP. Players often have diverse motivations for running dungeons, and the scaling system in modern dungeons brings a wide range of players together (e.g., during Timewalking events), where some may already be at max level. For these players, XP is no longer a primary concern. They might be chasing specific loot, farming transmog appearances, earning reputation, immersing themselves in the lore and story, or simply taking a break from the usual grind of endgame content. For these players, the rush to clear a dungeon in record time can feel like it detracts from the overall experience.

Reflecting on this, I’ve come to the conclusion that the majority of players who favor zipping and skipping through dungeon content aren’t necessarily doing so because they enjoy it (though I’m sure some do). In fact, it seems quite the opposite: many players would likely prefer not to be there at all. Instead, they participate out of efficiency—not to engage deeply with the dungeon’s content, but to secure the reward of fast XP. If the bonus XP awarded for completing a dungeon were nerfed or removed, these players might likely abandon dungeons altogether and seek faster leveling alternatives elsewhere.

That said, I’m not advocating for removing or nerfing something simply because I don’t enjoy it. I recognize that there are players who genuinely enjoy the speedrun approach, and their enjoyment is just as valid as mine. Why spoil their fun?

Instead, I’d prefer to acknowledge that there is more than one valid way to approach dungeons and content in general. Perhaps the solution lies in incentivizing and supporting a variety of playstyles, so everyone can find joy in the content.

To that end, I’d like to propose an alternative bonus system for dungeons: a progressive bonus that grows with each boss killed. The more you clear, the greater the bonus you receive at the end. Think of it like a reverse tribute run in Dire Maul—a bonus chest at the end that grows in size the more you clear, rather than the more you skip. This system could reward thorough exploration and engagement with the dungeon’s full content without penalizing those who prefer the speedrun approach.

Such a system would add flexibility to dungeon gameplay, encouraging players to participate in ways that align with their personal goals and playstyles. Those who want to speedrun for quick XP can still do so, while others who prefer a more methodical approach can also feel rewarded for their efforts. By incentivizing both playstyles, we could foster a more inclusive environment where every type of player feels their time spent in dungeons is worthwhile.

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I’m not sure it would help, as the overgeared tank or twink would still just race through the extra objective(s) with the healer and/or other DPS sprinting to keep up with them.

I like to stop and smell the roses and feel like there’s actual content, rather than just sprinting end to end with a couple of pit stops to AoE nuke everything. But I have no clue how everyone could be catered for and made happy, other than a conscious choice before a run, i.e. speed run or tourist mode.

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I honestly think we could come a long way with just some LFG filters. +/-5 my lvl, full clear or speed run, etc. etc. Like the group finder, just baked into the main tool.

Everyone can have their thrills the way they want then.

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Sadly another thread on this subject. I do agree with you, not rushing a dungeon is nice.

I have a prediction though, if this thread lasts. There will be many, many posts telling you and anyone else who would like to keep a slower pace, to form a group first and queue as a group.
Or everyone’s favourite “Get good” and you can rush them too.
I’m sure there are so many other “arguments” out there. But they do all blur into one after a while.

The LFG filters idea has potential.

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Add a system in where you get more exp from boss kills over completion, then this indeed will change the way people play. But… you will still get tanks doing mass pulls just to get to that boss. You will never stop people wanting to clear the content as fast as possible.

If the way people push content is that frustrating to you, then consider making a premade group to level with. Blizzard has an option for this in the LFG tool. I personally think that the time you need to create such a group will make you think twice about doing it often.

I don’t think there’s anything wrong with incentivising levelling content to be completed in full, as long as the xp per time investment stays roughly comparable to now.

Where I dislike changes to curb going fast is when players are artificially slowed down.

Another option is just to get rid of the EOD bonus and make questing the faster levelling option. Now it’s a trade-off of convenience against speed and you’d likely get less speed focused players in levelling dungeons.

I am all for skipping content or making my goal as efficient as possible.

That being said, the best way to combat this is by making each boss mandatory in future designs. There are some of these dungeons in game now but they are in the minority.

As a max level char, if I wanted to farm rep or transmogs from older content then I’d do it when timewalking wasn’t active as I would one shot everything. The only other time you’ll see a max level character in a Timewalking dungeon is for the weekly quest and then they’ll want to do their 5 dungeons in as fast a time as possible.

Sometimes you need to be careful what you wish for. If changes are made which means dungeons take longer to complete, people will go elsewhere if they are only farming XP and if that happens, your queues will be significantly increased.

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For me the problem with leveling dungeons (or timewalking ones) is that they are too easy to be enjoyable; I prefer getting them done quickly, because it’s terribly boring to do them… and questing isn’t better either.

To solve that, they would have to introduce an option to tune open world / leveling content harder but in turn also more rewarding XP wise; I doubt that will ever happen because the thing mostly counting to the devs nowadays is max level content - where you can scale difficulty (though even there we have the rushing problem - made worse be the design of the game itself with very tight timers: I get the need for times to stop ppl from waiting on big CDs before every pull, but adding 5-10 mins on the timers of every dungeon wouldn’t suddenly allow that).

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People wanted linear dungeons.
And then No we want open world dungeons.

I’ll focus on this to state that (with possible exaggeration) at least 99% of the total collective time of anyone in any online videogame is due to this. Once someone has done the story and they start the end-game treadmill, they only do content that progresses their account numerically. And since everyone values their time, they will seek for the most efficient paths to their liking.

The issue, as it has been mentioned every time, is that the in-game-automated tools mix players with different perspectives and “wants” of the game, as well as tries to “entice” super-experienced and target-focused players to participate in the same content as newcomers, learners and people who play for the adventure and not the loot.

So yes, instanced content where Newcomers etc. are expected to enter in their adventure should not be part of the most efficient path for alts and boosters.

Just give AI team option for all dungeons in the game.

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Best part is. if those low levels took all the quests in dungeons and completed them instead of leveling up 2 to 3 times in a dungeon they’d be levelling 4 or 5 times. Like in Stratholme Scarlet and Scourge wings. If the “twink” (love that name they call themselves, im old so “twink” means something else and if they knew what I mean they’d stop using it) wants to batter through everyhting and miss a few quest bosses i just wait until he’s done and kill them myself and get the quest reward at the end.

But lets be honest. “the gogogogo gotta smash through this asap” or the even more ludicrous “skip this skip that run here jump this skip that skip this run here, take this route, oh wait no this one… no i was right before… or was I… run skip run skip” has been a thing for a long time that Blizzard actively encourages and purposefully develops with it’s mythic dungeons.

Because players don’t really care about the dungeon, they’re just there for the quick exp or that shiny loot at the end.

Blizzard should just make every dungeon a straight line from the entrance to the boss with no trash or anything, just a line of bosses one after the other to make life so much easier.

Such is the “dungeon experience…”, and of course, its completely Blizzard’s fault.

This right here would make me quit.
And I agree, this is entirely Blizzard’s fault.
Even the dungeons in TWW simply did not catch my interest even.
Ran a few with the companions because they were mandatory for the story/questing.
But those that didn’t had a quest? never touched them.

It’s not just about Blizzard making them so half the content can be skipped, it’s them being tedious. They’re simply not fun.

I think a big issue is the scaling. It actually reduced the fun quite a bit as character progress does not exist anymore, you have to pray to the lords to get into a group where you perform decently. And it differs from group to group, how you individually perform. It’s senseless.

In one dungeon you do 80-90% as the damage (even regardless of the role you fill in), in the next dungeon you are barely tickling the enemy. That is not ok. And there is a big area in-between these two points which often doesn’t result in a much better experience.

Combine this with the fact that Timewalking dungeons result in a unique reward for the time being for completing a specific boss, and you have a reduced enjoyment while having a solid incentive to kill the “final” boss a.s.a.p.

Fix the scaling, first and foremost.

Only after fixing that, change it so you need more bosses to actually get the final reward.

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the way things are going i am afraid that probably the whole experience will turn into npc playing the whole game along with you solo

I think no matter what happens, the players will not be happy with dungeons.

Speed runs for exp are the top priority for most players, the evidence for that are the threads.

if we scale stuff in the dungeons, we will get threads complaining about getting kicked because people are dying or don´t know the tactics for mobs leading to bosses.

If we weaken the DPS so that tanks could lead the runs, the tank might get the boot for being a bad tank or too slow by pulling a small amount of mobs.

the old-school MMO´s are long gone unless you do classics, and even that has players leaving classics altogether.

This right here, is one of the biggest problems with dungeons. They just don’t feel the same as they once did back in the day.

I’d say that 4 of the dungeons feel like old ones.

We have:

Rookery where we do quite a few jumps along the run, making the dungeon feel like it has different disconnected part joined together. This doesn’t feel like an old dungeon.

Cinderbrew which for some reason reminds of that brew dungeon in MoP. But it feels more like going for a bar fight than a dungeon run.

Stonevault which feels like a dungeon with mini-wings, ie. not a continuous straight path. Again, not like an old dungeon.

Darkcleft or what it’s called. This is the dungeon I enjoy the most, it feels the most like a dungeon of old. The theme of the dark also gives it a feeling of dread.

Priory, which is also very reminiscent of Scarlet Monastery - Cathedral wing. I like this quite a lot too.

Dawnfall. This is like an open dungeon. Too much disconnection and flying parts that make it feel like Nokhud and not like a dungeon.

City of Threads. If it wasn’t for the “hunt this dude down” part, it would feel like a dungeon of old as well, and very close to Priory.

Ara-kara. Feels like a dungeon of old.

Honestly i have a lvl 50 twink DH and i love running people through instances then it got annoying with the level 11 speed twinks so in the end i made one as they were super annoying as a tank, lvl 11 speed twinks can run as a tank so it really peeved me off when they were delibertely joining as dps and edited by moderator in the instances, but yes i made one and i actually enjoy it, if people want stuff like all boss’ they need to speak at the start as i will skip or i will do the whole thing as a good tank if asked

I think the main concern for Blizzard is that any further categories will slow down both groups of players or hit one more than the other. Some people already dislike their queue time and you’d be making them longer for all as groups will have another criteria to match before they can be filled.

I’m not saying it’s impossible, just that it might be their main concern.

I tend to go with the flow but some dungeons you’re just jogging behind a rushing tank and you dont’ really get to hit much until he stops.