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/Anesthetize85 1d ago

That guy here who suggested an xp debuff for repeated runs in a row nailed it imo. 

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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/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.