Proposal: Enhancing Dungeon Engagement Through Continuous Combat and Assault Run Segments
Overview
World of Warcraft dungeons are a beloved staple of the game, but the traditional model of “pull → rest → repeat” has grown predictable. While some encounters offer memorable mechanics, trash mobs often lack depth and replay value, making many dungeons feel more like chores than challenges—especially on repeat runs.
This proposal outlines a set of design enhancements aimed at turning dungeons into high-adrenaline, fluid experiences, driven by continuous combat flow and tactically intense “assault run” segments.
Design Goals
- Eliminate excessive downtime between pulls
- Encourage strategic momentum and party synergy
- Introduce rewarding risk-reward gameplay
- Enhance immersion by reducing artificial pacing
Key Features & Systems
1. Momentum Buff
- Players gain a stacking combat bonus (damage/healing/movement speed) while continuously fighting.
- Buff drops if party is out of combat for more than 5 seconds.
- Encourages aggressive pacing and fewer breaks.
2. Linked Pulls
- Certain trash packs are connected and will auto-chain into the next if pulled within a brief window.
- Feels like clearing waves rather than isolated groups.
- Strategic use of crowd control and AoE becomes essential.
3. Environmental Pressure (Timed Curse or Torch Mechanic)
- A dungeon-wide debuff or magical torch slowly weakens players if they idle.
- Rewards teams that push forward instead of camping between pulls.
4. Intelligent Trash Mechanics
- Trash mobs gain unique mechanics that require awareness and group coordination:
- Kill order priority
- Area denial or line-of-sight interactions
- Buff/debuff synergy
- Raises the bar from filler to tactical challenge.
5. Combat Combo Meter
- Defeating mobs without breaking combat builds a combo meter.
- Higher combo = increased loot quantity, gold bonus, or vanity rewards.
- Resets on party wipe or extended downtime.
6. Seamless Encounter Transitions
- Some bosses engage immediately after trash is cleared, or join combat while trash is still active.
- Keeps pressure on the group, especially in narrative-critical moments.
- Examples: Boss yelling during the final pull, or appearing from behind during a mini-boss fight.
Assault Run Segments: Pacing Peaks Within the Dungeon
Rather than making entire dungeons continuous, specific “Assault Run” moments should serve as combat peaks—where players are locked into a sustained battle sequence until a major encounter or objective is complete.
Examples of Where This Already Works:
- Deadmines: Opening the final door to VanCleef’s ship would trigger the waves of mobs to begin preparing to engage the party (adding a stacking buff to each mob), each on separate timers to join the fight. Engaging mob waves early would reduce the difficulty of the mob incentivizing constant engagement.
- Stratholme (Living Side): Entering the Crimson Stronghold, if the skeletons that spawn behind the party spawned continuously and path towards, increasing in difficutly with each wave, if would create a pressure cooker where resting is not an option—dense mob waves, no safe pause zones. Rushing to complete the dungeon would be the only option.
New System: Assault Run Zones
- Triggered by crossing a threshold or completing a prior objective
- Disables resting or resets (similar to Torghast floor completion triggers)
- Failure or wipe resets the entire sequence
- Grants bonus loot, cosmetic unlocks, or achievement progress for completion
Optional Enhancements
- Directional-Only Progression: Locked doors behind the group prevent backtracking.
- Player Buff Checkpoints: After a mini-boss or wave, allow the party to choose a temporary party-wide buff (e.g., +5% AoE damage).
- Dungeon Reputation or Meta Track: Continuous runs reward a progression path for mounts, titles, or dungeon-specific perks.
Conclusion
By turning parts of dungeons into thrilling gauntlets of sustained combat, WoW’s dungeons can evolve from rinse-and-repeat encounters into signature challenges. These enhancements do not replace the classic dungeon feel but elevate it—reinvigorating both Classic and Retail formats with variety, tension, and high replayability.
Let dungeons be something players look forward to conquering again and again—not just for loot, but for the thrill of the fight.