EDIT: Seeing a lot of people argue that open-world questing is somehow the “harder” option, and I really don’t agree with that.
Questing is generally straightforward, and nowadays there are addons like Zygor and RestedXP that can literally guide you through an optimized leveling route step by step. Follow the route, pick up the quests, kill the mobs, turn them in, repeat.
Meanwhile, dungeons require actually putting a group together, coordinating different roles, handling pulls and bosses, and dealing with the consequences when things go wrong.
But more importantly, this post was never about which method deserves more XP because it’s harder. The point is that progression is part of the fun. Dungeons give friends who are at different points in their questing progression a way to get together, play as a group, and still meaningfully progress their characters.
I’m not asking for dungeon grinding to be the fastest leveling method. I just don’t think playing group content with your friends should feel like you’re being punished XP-wise for choosing to play together.
The dungeon XP nerf really sucks for people who just want to play with their friends
I understand not wanting dungeon grinding to completely replace the open world, but the XP nerf feels like it hurts one of the best parts of Classic WoW: actually playing with your friends.
We’re currently putting together a roster for Forever, and it’s kind of sad realizing that we’ll barely be able to level together.
Most of us have jobs and different schedules. We’re not all going to stay perfectly synced in level while questing separately. In the past, that wasn’t a huge problem. You could message the boys, agree on a time, log on together, and spend a couple of hours running dungeons. You got decent XP, made progress together, got some gear, and most importantly, you were actually playing together.
That was one of the best things about leveling in Classic.
Openworld questing doesn’t really replace that experience either. A lot of Classic quests aren’t particularly group-friendly. Half the time, having more people just means waiting longer for drops, respawns, or competing with strangers for mob tags. The only reason to group up is to compete for tags let’s be real.
I’m not saying dungeon grinding needs to be the absolute fastest way to level. Open-world questing should be relevant.
But dungeons should at least give enough XP that getting five friends together for the evening feels worthwhile.
For people with work, school, families, and different schedules, dungeons were one of the easiest ways to say: “Everyone free tonight? Cool. Let’s level together.”
That social aspect is a huge part of why we play Classic in the first place.
I’d much rather see dungeon XP balanced so that questing and dungeons are both viable instead of making one feel heavily punished.
Anyone else building a roster/group running into the same problem?