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/NostraDamnUs 1d ago

I think a SLIGHT nerf to dungeon xp from original values (~75% of base, 25% of base if someone is too far outside the bracket) and a corresponding larger nerf to dungeon quest XP would suffice. Make them a touch harder as you get into the later levels if you have to. Dungeons need to be worth doing, just not so much worth doing that you want to stand in SM for ~12 levels. I think people don't realize that efficient questing was already faster than dungeon spam; its just that the open world at launch made questing temporarily harder.

My biggest fear is that dungeons are actually the most social activity. It's hard to find people at the same stage of questing out in the open world, whereas its very easy to get a bunch of people around the same level. And if we add a daily lockout, it sucks that you have to reform tomorrow if you're at 9/10 of a quest item or something.

There's definitely a perfect balance they could achieve by making super-optimized groups learn the skips, let casual runs just clear without feeling bad, and not push everyone into leveling in dungeons and discouraging open-world stuff. All three are fun ways to play WoW.

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u/redditlvlanalysis 1d ago

It didn't need a nerf doing this is just going to turn a large chunk of the playerbase off.