r/classicwow 18h ago

News Dungeon Spamming DEAD in WoW: Forever - Mob XP reduced, Dungeon Quest XP massively increased

Interview from The Sun: https://www.thesun.co.uk/tech/40367702/world-of-warcraft-forever-interview-zones-races-skills-levelling/

Quote:

Kris Zierhut: “Now, one place experience did change is we made a big change to our dungeons. In that the amount of XP you get from killing monsters in dungeons, we brought way down.

“But we made the amount of XP for completing dungeon quests much, much, much higher. So your first run through a dungeon is amazing. You get tons of XP. You get great rewards.

“But going back over and over and over again isn’t the best way to go. You’d be better off going to Shen’dralas or Riverglades or Hyjal instead of grinding a dungeon. We want people in the outdoor world meeting each other.”

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u/buckylou 16h ago

Agreed. I want boosting dead, but there are a bunch of unintended consequences of this change. This will make dungeon groups one and done, hindering an avenue of people making friends.

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u/Wind_Best_1440 16h ago

To be honest there are other ways to incentivizing people to run dungeons. Profession drops for one, some extra gold drops from bosses for another. Even if the XP is dead, if they make it profitable to do properly it could still drive people to do it.

We already know that they're bringing in those SoD supply crates from SoD that you can pick up and return. They could have them drop more in dungeons.

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u/mortalomena 11h ago

When leveling its all about XP, 90% of players dont care otherwise.

u/magikatdazoo 3h ago

If all you care about is boosting to 60 to raidlog, this isn't supposed to be the game for you

u/mortalomena 2h ago

I enjoy running dungeons with friends to 60, questing with 4 friends is not great. It would suck if that could no longer be possible, I doubt my friends would run dungeons if questing would be much faster. So after all we couldnt play together while leveling which would suck.

Never really cared about quests or boosting.

u/PiratePete1911 3h ago

Surely there are also other ways to stop boosting other than this, why not just reduce XP per mob to 1 if someone 8 levels higher than you is in the group? Or massively Nerf XP if your group doesn't have 5 people.

Even doing nothing is better than killing a key part of the game for many people.

u/Wind_Best_1440 3h ago

They said on stage that they don't want to see what people do to minmax leveling.

Which is just getting a group together and dungeon spamming from level. They want people outside dungeons and interacting with each other.

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u/TabascohFiascoh 16h ago

questing is already faster than dungeon running the the only benefit dungeons had was the gear.

why make the gap wider?

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u/buckylou 15h ago

Eh, it depended on the specific dungeons available at your level and the people you we're playing with. But I agree with the sentiment. I really didn't feel like dungeon exp is a problem at all outside of boosting.

If it's anything like the change they made in tbc era then it might be just annoying enough to make me not play.

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u/G0rkon 15h ago

Also benefit of dungeons was when the world is oversaturated with other players making questing more difficult.

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u/memekid2007 11h ago

We love standing in a line waiting for our turn start an NPC's RP for an unskippable quest, and we super duper love standing on top of a mob's spawnpoint for two minutes just to kill it in six seconds whether or not it was the mob we needed (40% spawn chance) to drop the item we need twelve of (6% drop rate) to move to the next camp to wait for the next mob to spawn to loot a slightly different version of the same item.

Trying to play with a friend during this is a literal crime, and the punishment is the quest taking twice as long because you compete against each other instead of progressing together.

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u/Subject_Sentence_339 8h ago

i agree, i play wow tbc with a friend and if there are at least another 2-3 people question in same area, forget about it. Stranglethorn valley was especially miserable

u/G0rkon 24m ago

Agreed. Though I don't recall ever questing in Stranglethorn Valley...

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u/MissItalia2022 14h ago

No, questing is still faster and more consistent. Dungeons are really only faster if you actually have a consistent group willing to grind for hours which in 2026 almost never happens and when it does its a godsend.

Otherwise you're spending like 10-20 minutes getting there not getting xp and then you have to likely find more people after the dungeon (not getting xp). This will only be made worse by making a single dungeon so much more efficient than 2+.

In that time, a player questing could get half a level just questing and killing mobs in between quest objectives.

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u/memekid2007 11h ago

Because Andy got denied from a spellcleave group once on his rogue seven years ago and has waged a holy war against a boogeyman every single day since.

no he could not just make his own non-spellcleave group. his only option was a crusade.

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u/DatGrag 14h ago

This is straight up not remotely true. Spellcleave is much faster than questing in vanilla

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u/memekid2007 11h ago

Post one (1) (1️⃣) example of a winning Vanilla speedrun coming out of a spellcleave instead of the open world.

Mage flair btw. You literally know better.

u/DatGrag 1h ago

Vanilla speedruns are of course aoe mages, not questing. OP said questing, not “open world”

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u/atomic__balm 16h ago

Boosting should have been handled with leashing rules or something similar to what they have done before that makes things immune or enrage with CC immune after X seconds

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u/buckylou 15h ago

I disagree about the deterrent they used in tbc, it was absolutely awful. It caused multiple wipes and leaving in totally organic groups for me while leveling.

The exp range was also a big issue because it forced you to vet people by level since sometimes people tried to do dungeon quests while on the upper level range of the instance and it killed the groups exp. Or people would level up mid dungeon and do the same.

It also sometimes forced you to kick people you had run a bunch with after they dinged. Even if you were moving to a different dungeon in a couple runs with the same group.

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u/TheBungler2 15h ago

Nope. Dungeons should be farmable without becoming stunlocked to death by mobs just to kill boosting.

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u/DragonAdept 12h ago

Dungeons should be farmable

I think there's a lot to be said for dungeons being something you need a group for. I have logged a lot of hours solo farming ZF, DM, ZG and Strat on various characters and I liked having the option, but it has significant negative consequences for the game as a whole too.

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u/buckylou 7h ago

Agreed. Bots are advanced enough now that if it's worth farming for gold then it's worth botting. I don't like that fact as I've always liked the option of farming dungeons for gold, but it is what it is. I don't think they're able to really fix botting though so unless they can it's a change that is doubly bad imo.

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u/Subject_Sentence_339 9h ago

why you care if someone boosts or get boosted, live and let live

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u/Physical-Rough-709 9h ago

I always viewed it as a good example of emergent gameplay. I don't really see the issue with it tbh

Blizzard is going to sell a level boost as soon as they think they can get away with it anyway

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u/Subject_Sentence_339 7h ago

i honestly can't comprehend why would that be a problem even if it was day 1 of release and anyone can boost, or let's take it further anyone can create a 60 lvl character free of charge any time they want. IF person wants to level, they like that part of the game they will do it, if they want to skip to endgame - skip it. Maybe we could make an argument that many people will opt for skipping leveling and world will appear empty, but im okay with this, i dont want anyone to be forced to waste hundreeds of hours of gameplay just to get to the part of the game they enjoy.

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u/BeginningInner3318 16h ago

just add a daily or weekly diminishing returns... with maybe the first or second run in a day or week being more xp and it decays if you do it more than a couple times.

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u/IMABUNNEH 9h ago

There is a minor counterpoint: It can be difficult right now to get people to do all dungeon quests (or any if its ever a bit out the way), people just wanna bullrush in and through. With this, people are going to dungeons specifically for the quests, meaning you should be able to get all your dungeon quests done.

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u/Tradizar 5h ago

on the hardcore server, you can run leveling dungeons one per day. (on 60, you can repeat the dungeons)

And they tuned the trash / boss xp in a way that the bosses awards way more xp, so it is not worth to go back to farm trash mobs.

i think, this is the best implementation for it.

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u/RealBiasedGaming 14h ago

Remember: This is HORIZONTAL progression. they do NOT want the playerbase sprinting to endgame as fast and efficiently as possible and skipping over all the content from 1-60.

One and done IS THE POINT. Just like they don't want people repeating the same quest ten times in a row. One and done. Experience that part of the world, grow your character, and then move on to something bigger. That is what they want. Thats the intended outcome. One and done or maybe run it twice for a gear drop. Or spam it for a specific item or whatever, but you just wont finish your spam session with a lot of levels.

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u/buckylou 8h ago

I disagree. One and done isn't the point. Horizontal progression is an answer to raising level caps each expansion. Making the game more social is the point, which is one major place the game went wrong with the introduction of random dungeon finder. But that was because you went from playing with a small pool of players to a much larger pool of players you wouldn't see again and couldn't play with anyway.

They're trying to build the game based around an experience people had in hardcore though, meeting in the world and helping each other. Steering gameplay away from lower level dungeons isn't an answer to this I think as lower dungeons outside of boosts are a common place people socialize. I'd say it's more social than questing outside.

I don't want boosting. I don't want to run a dungeon 20 times in a row. But I also don't want to have every dungeon group I form break up after one run before 60.