I can’t explain why but there’s something magical about WotLK class gameplay, mob behavior and tuning, making combat so satisfying that doing dungeons with no carrot at the end, is still entertaining.
It’s action-hero stuff. Bad guys jump out between you and your target in the VIP room of the dungeon, so you and 4 new friends knock heads together for 15-20 minutes.
Instead of whiteknuckling every pull with pugs or slogging through with guildies like a drilling team through 350 feet of pure overdesigned video game, like in an H+, the challenge becomes friendly competition of DPS – including the tank! – as everyone zoom ahead, faces flapping like Jeremy Clarkson’s in the BAC Mono. Players new to the class or poorly geared can learn and practice without pressure.
It’s fun. It’s stress relief that contrasts with other perfectly high-difficult parts of the game. A palate cleanser, as one guildie put it.
Then why are you demanding a system that puts a carrot at the end of every dungeon? Bonus exp for leveling, extra emblems/gold for max level.
I do 10+ dungeons a week not including the daily. Usually when i dont even need anything from the dungeon. I like doing dungeons and making social connections. I dont like rdf because it removes a major reason many people even try to make social connections, making grouping easier in the future.
Vastly reducing the player pool using lfg and looking to pug manually doesnt mean noone will group with me. It means it makes my preferred method of grouping considerably harder due to player pool actually looking to pug outside of rdf being noticeably smaller.
It’s the path of least resistance, and making a group takes time and energy. Many people have never created a dungeon group in their lifetime. The better players will either not play or they will only run with guild. RDF creates a place for the cesspool that hates GS, hates seeing people standing around in Dal because it makes them anxious, and thinks dungeon spam is liveliness.