Current quest experience rewards are too large & will promote high level quest carries later.
People only do dungeons 1x for the quest and never do them again unless the dungeon drops something they want to utilize at level 60.
Resolution:
Keep mobs xp low, lower quest xp, add bonus boss xp (similar to hardcore) but limit the bonus boss xp to once a day per boss. Subsequent kills of the same boss that day will not result in bonus xp.
Or some sort of daily quest for level appropriate dungeons as well as nerfing the xp and quest xp
end result:
Will reduce dungeon quest xp, keeping more people questing in the world
Will be more incentive for people to run the dungeon multiple days, allowing them additional chances to get rare items, as well as keep healers and tanks in the mix more than 1 day for other groups forming.
Will remove level 60’s from quest carries in dungeons later.
This doesnt fix anything. people WANT to have the choice to run it multiple time.
The only solution is to prevent boosting and this is as easy as scaling the Xp in the proper way when someone outlevel the place.
people need to group together to do dungeon, in the world, they mostly quest by themselves and you see the most griefing there (stealing mobs, waiting for someone to be in a fight to take a plant/ore or chest, aggroing thing to other players etc.)
With my idea you can still run dungeons as many times as you would like and it does fix the issues I listed.
In classic there are plenty of elite or challenging quests that require multiple people. Maybe not as much to the level 20 cap but there will be more beyond.
You and many people may like the dungeon grinding option but many people also want more folk out and about and not just dungeon grinding. Blizzard also wants to reduce people exclusively dungeon grindings and their current way is not the best idea IMO, while I think my proposal would work much better.
Limiting the exp gain when a higher level player is in the party is a perfectly fine solution - they just need to be more intelligent about it than they have been in the past. If someone is the right level for the back half of Blackrock Depths then they shouldn’t inhibit the exp gain for the front half of the dungeon
Right but currently, they have quests providing a bit too much xp with the goal of reducing dungeon grinders. That’s why I am proposing a different way they can stop people from dungeon grinding.
They could simply reduce dungeon xp and quests by a flat % but I think that may disincentivize people from doing the dungeon more than once again.
Or, hear me out. Turn off quest completion (objectives) and turn off exp if someone is more than 5 levels over the dungeons intended players. Then it’s impossible to carry, and dungeon exp can be normalized again.
Dungeon grinding was never very efficient except for healers and tanks. A decent DPS player can multi-quest faster than running a dungeon. With tanks and healers also getting DPS on their gear, it’s hard to say if dungeons or questing would be more efficient long term without normal dungeon exp to test.
I could speed level faster than I could dungeon grind, but I guess everyone is a little difference. My routes were so optimized in Vanilla, that I could avoid taking a single extra step. It was the shortest path possible down to the individual terrain tile.