Quote Originally Posted by ElciaDeiLinus View Post
To me, doing a dungeon is about the experience and journey- doing it quickly and efficiency is always great. But, the moment you put a timer requirement on something you create a lot of toxicity around both having the ideal gear/specs/parse to clear it, and around failing to do so in time. Because it's required to gear for raiding it is packed with players that do not want to be doing it- and there's really no better way to make a toxic environment than to fill something with people that hate doing it, who have been doing it daily for years.

At one point, dungeons were my favourite part of WoW- now I consider them no different from grinding WQs/dailies which are the worst part of the game.
Ahh, yeah, I remember when WoW dungeons were fun...

Classic and TBC mostly, when not only were dungeons still "Hard" (In the sense, that you wouldn't just pull multiple packs of trash and then AoE nuke everything) but they were also experiences. Not only with the time spent travelling to the instance itself (Which in of itself was occasionally a journey on its own (Alliance going to Scarlet Monastery or Wailing Caverns... Maraudon in general...)) but also going through them and going around completing all the quests that people shared with each other.

Also, back when you'd occasionally also see CC being used! I also remember this at the start of Cataclysm, doing PuG groups and as a Tank, co-ordinating CC based on what classes were in the party because doing a full pack of trash would be certain death... Until people cried that they were too hard and they got nerfed into zergfests...

Challenge Mode sort of brought some of the difficulty back, but the pressure on the timer to achieve anything meant that you were still trying to multi-pull and AoE stuff if not simply quaffing Invisibility Potions to skip half the dungeon...