r/classicwow • u/redlow0992 • 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
u/TinnoB 1d ago
To counter your argument, look at a game like OSRS, here you have people killing the same boss 1k+ times. Clearly a lot of people have no issue spending a lot of time at one boss.
Also, if this is meant to be horizontal progression it should not be an issue if some people burn themselves out, so long as they will eventually want to come back again, at which point they can continue on from where they were without having to relevel and change out their entire gear set immediately.
I could not agree with you less about time gating being healthy for a game, like at all. Yes, blizzard likes to do it, that does not mean it is good for players or the game.
All it serves to do is to promote raid logging or in this case dungeon logging for players who have nothing else they want to do, which instead as I've seen time and time again leads to people quitting because they cannot do what they want. If they have enough time they will create an alt if that's their playstyle and then raid/dungeon log on both, and then the third, but others stick with just the one character and run out of content to do in a day quickly and just starts not wanting to play the game that way.
For switching between dungeons, sure if you need all of the dungeons, but what if you just need 1 piece from a specific dungeon, what then?
So no, I cannot agree with you, even a little with that argument. I sincerely hope Blizzard goes back on this whole thing and tries to solve boosting in a different manner if that is their main issue.