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.