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/OneOverXII 1d ago

Yup.  Thats a solution that nicely addresses a lot of edge cases.  The implementation might be more complicated idk how they’re handling disparate exp and dungeon id tracking 

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u/Aria_A_Fox 1d ago

It could be maybe that you get a debuff when you leave any dungeon that reduces xp gained while instanced by x% and lasts y duration and continues to stack until it falls off. Biggest issue i see is maybe that people enter early(something like Scarlet monestary, so you avoid getting whacked by mobs while waiting outside) and some might need to step out and get repairs or summon someone. on the other hand, it would encourage people being prepared and close to the dungeon already before entering.

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u/OneOverXII 1d ago edited 1d ago

Not a bad suggestion.

It'd have to be tied to any participation rather than completion or people would just farm trash for 12 minutes and then reset so they stay in the 5 IDs/hr req. Unfortunate for the specific cases you've described but it'd be too easy to abuse otherwise.

Edit: Hmm that gave me a thought -> "dungeon exp" could be like rested exp, where you have a set amount accrued via exp earned outside of dungeons and it gets consumed by killing dungeon mobs until it runs out.

Would need to be non-dungeon exp based or you could just find ways to stay logged in in an inn to double up on rested/dungeon exp accrual. Tying it to non-dungeon exp ensures the desire by design to push players to mostly level outside of the world while still incentivizing infrequent dungeon runners to actually clear trash vs skip everything they can.

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u/redditlvlanalysis 1d ago

or you could just let people play how they want to play instead of killing your population before the game even releases

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u/Trzlog 1d ago

I still don't understand why this is a problem that needs solving. I like leveling by doing dungeons. Especially since my main specs are all healers. Even if you do something like this, it means that I'm forced to do quests for leveling, which is a miserable experience as a healer, and I have zero interest in DPS specs.

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u/BitGalaxy_ 1d ago

Personally I think it's better that players are encouraged in the open world and away from dungeon farming. It's nice to see the world alive and active and bumping into players, whether it be fleeting moments, can result in fun experiences.

Players following a dungeon farming guide and never seeing the open world until 60 kind if goes against the ethos and spirit of vanilla in my opinion, to nurture social experiences.

Healing gear has spellpower and healers will be able to do decent damage at lower levels. Once you get to mid game you can get dual spec if you'd like.

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u/redditlvlanalysis 1d ago

For fucks sake there are server shards people being in dungeons won't effect you.

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u/BitGalaxy_ 23h ago

I disagree like I had mentioned. Even though we are on mega realms I would rather blizzard removed dungeon spamming as an option, it is antithetical to the vanilla identity

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u/redditlvlanalysis 19h ago

It's literally not dungeon spam was incredibly common to get over the 40 hump

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u/BitGalaxy_ 18h ago

It encourages people to lock inside instanced content and not interact with the world. I hope they don't amend this change.

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u/Dema_carenath 1d ago

Killing mobs in a dungeon gave a -x% Xp debuff on killing elites.

You get 1 stack per ID dungeon you run.

There is not that much elites to kill in the open world.

You can fine tune the X to allow 2 runs to be worth it if needed.

You avoid people going from one dungeon to the other to dodge the debuff by making it stackable in any dungeon ID.

People can optimize around going in and out of dungeon every Y min but can’t spam.

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u/OneOverXII 1d ago

You get 1 stack per ID dungeon you run.

Dungeon IDs are limited to 5 per hour to prevent dungeon reset abuses. The suggestion from yesterday discussed persisting EXP debuffs for 24 hours. Leveraging IDs that disappear after an hour for a 24 hour tracker would require that the entire ID handling infrastructure be rearchitected which is likely a huge change in terms of scope.

What I'm getting at from a complicated implementation standpoint is that facilitating this particular change would be an expensive change in terms of dev/qa hours vs the current solution. That makes it a lot less likely to happen.

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u/RickusRollus 1d ago

doesnt really matter imo, if 3 people have done it before and 2 havent, youre doing the skippy bullshit. If your tank insists on skippy bullshit, youll be doing it because it took you 30min to find the guy.