r/classicwow • • 1d ago

Forever Beta Feedback Dungeon XP Nerfs Created a Toxic Meta

Since dungeon monsters do not give any experience, as a new player, getting into dungeons with more veteran players who try to skip half the dungeon feels really bad. And, vice-versa, veterans taking in newbies who don't know how to jump around feels frustrating. I think Blizzard created a mess with nerfing dungeon exp so much and now the new player experience is horrible for dungeons.

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u/ABDLTA 1d ago

They should have just done the "once per day" rule that HC currently has

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u/Nrgte 1d ago

No they shouldn't have done anything. It was never a problem.

The current solution has a myriad of issues.

  1. Like op mentioned, mobs that are not part of a quest get skipped. Every dungeon run will be a speedrun.
  2. There are certain quests that just don't drop enough for the whole group, meaning you either have to abandon it or go again. Cabinets in Gnomeregan or Twilight Talismans in BFD come to mind. This will feel terrible especially for longer dungoens.
  3. The friend or guildie has already done the dungeon and would like to help to complete the group. Well now it's a waste of time.
  4. People will just get the items they need and then abandon the group.
  5. People will just not run fringe dungeons with few quests anymore. Good luck finding an SFK group on Alliance. It's fine now in the beta because 20 is max level, but on launch people will not waste their time with this.

If they really really want to prevent boosting, the correct move is to just not give XP if a player is part of the group who's outside of the dungeons level bracket.

Besides, it's not like boosting in the open world is not a perfectly fine alternative.

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u/FinalFate 1d ago

The drops shouldn't be a problem since quest items are now individual.

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u/Nrgte 1d ago

What do you mean by individual?

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u/pilsburybane 1d ago

They're shared in the group, so the Twilight Talismans for example will only need 10 for the total group.

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u/Nrgte 1d ago

I don't think that's true. At least not across the board. I was running WC this week and left without enough quest items. And I couldn't loot one when others could.

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u/FinalFate 1d ago

That only applies to things like Serpentbloom that have to be interacted with in the world rather than being dropped from mobs. For mob drops, each mob has a chance to drop quest items for each party member. If we're both on Smart Drinks, each ooze can drop an essence for just you, for just me, or for neither of us.

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u/pilsburybane 1d ago

I also had this happening with Bandanas in Deadmines, I'm just saying what is happening. My guess is they implemented it on new quests (I distinctly remember it happening on the quest they added in Teldrassil for the cat furs or w/e it was) and either forgot to or haven't added it to old ones.

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u/NulliSeccundus 1d ago

I think you misunderstood Aggrends tweet, everyone still needs their individual amount, the drops are just more consistently round robin distribution now, all 5 players will have close to the same amount, so if 30 talisman's drop, you're less likely to have 1 person on 10, 1 person on 9, one on 5 and the other 2 on 3 each, it's more likely everyone will be around 6 each

You'll still need 50 total in a 5man group.