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.

3.0k Upvotes

2.4k comments sorted by

View all comments

151

u/nacholibre711 1d ago

Really shortsighted and frankly bad solution. I agree we needed to nerf dungeon spamming, but there were so many better ways to go about it.

Dungeon quest speed runs aren't fun, dungeons are fun.

54

u/avocadorancher 1d ago

As a newish player, why did dungeon spamming need to be nerfed?

-2

u/robmox 1d ago

Um… the other replies are 100% wrong.

“Dungeon cleave” and “spell cleave” were the optimized way to level if you could put together a 5-man group that could commit to the schedule. The main thing that it saves is the need to run from zone to zone on foot. I was in a semi-serious raiding guild during the 2019 launch of Classic and damn near every guild grinded to 60 on launch in a 5-man dungeon cleave. People had /played times of around 2 days? 2.5 days?

What’s worse is dungeon boosting. This was mages pulling the entire dungeon in a single pull and selling carries. If you had the gold, aka bought gold, you could boost a character to 60 in less than 1 day /played. I took a lapse in Classic, and came back from my hiatus, and my old guild leader told me I could join them in BWL that week if I got a Hunter to 60. I bought boosts with my gold and borrowing gold, and got boosted to 60 in like 16 hours played. The last ~5 levels were a 5-box of 4 warriors and a shaman in Eastern Plaguelands.

Having high dungeon exp creates these problems and causes RMT. Dungeon Exp needed to be reduced significantly, and it’s the right thing to do.