How about super short dungeons that CC is a must

I think it would be a unique take. Instead of long dungeon crawl, dungeons that are very short in length, but unless you use specialized talents and traps, you will wipe. Always a 3rd NPC in the group that must be controlled or wipe.

But this must not be a long and boring dungeon, just a thinking dungeon. That would be FUN.

2 Likes

Mage Tower is basically this, but solo.

2 Likes

Mage tower is way beyond what I consider fun. I’m talking group dungeon that really anyone can do, as long as they use their tools. No pulling everything and rushing.

The closest thing I can think of would be dungeon running in Classic, where the game is generally slower and more methodical as a whole. Pulling more than one pack can generally lead to a wipe.

If it’s easy, no matter what difficulty, people are going to pull everything and rush the content.

2 Likes

There are a few from Classic that were a real drag, but a lot of them were just the right length and fun.

1 Like

Didn’t they try the NPC as the Inspiring affix in M+?
For the record, what you propose is not unique at all. If you do high enough levels of M+, you will find that unless you use stops, kicks etc., you will wipe.

1 Like

OP wants multiplayer Mage Tower with multiple difficulty settings.

Kind of sort of. I think that is maybe the best analogy?

This is timed content. The idea is to make something you stop and think about, and not nearly as long as a normal sized dungeon. Hell, if the group wants a bio-break, they can take it. But the only way it would work, is if it was very short and didn’t take a lot of time.

This is a different generation of players and patience isn’t one of their most well-developed traits. :rofl:

Do you want to create something that requires thought the first time or thought every time? Because if it’s every time, a static dungeon would not work well. The first week we might require some consideration but the next weeks would soon become CC X and blitz.

Heck, depending on why CCing X was supposedly required, we might just stun lock X and burn.

I did not enjoy spending eons in Stratholme, BRD, LBRS, UBRS, Dire Maul (North/West), personally. Especially when you can set everything up right and one mob getting loose for 2 seconds wipes the group.

they need to add a few now and again the patience of wowplayers needs a check once in awhile. no matter what you do in the open world or keys it just go go go large groups aoe down boring. least raids ain’t all about that.

1 Like

RLP is a short dungeon with high coordination requirements if that is what you mean.

1 Like

I think one of the best was the one in Icecrown. In the Argent Tournament area. It was basically just some boss fights in an arena. LOVED that.

I like short dungeons and I also like big pulls. CC is always a must. I don’t know who thinks that they don’t need to be using CC like interrupts or stuns in high level mythic+ nowadays.

If you mean dungeons where you can only pull two mobs, and you have to use freezing trap and sheep because the group has four mobs, I would advise you to go higher in key level with your group because you will eventually get there.

1 Like

If the dungeon is very short and doesn’t take a lot of time then you probably wont need to take any breaks during it lol

I’ve long been a fan of shorter dungeons.

1 Like

People will still demand no CC and take shortcuts to skip fights

Where does the idea that you don’t use CC in modern dungeons come from?

1 Like

Fun is entirely subjective.