The Dungeon Mob XP Nerf Is Backfiring [Long Read]

I want to raise some concerns about the current dungeon mob XP balance because, for me, this is by far the biggest gameplay issue I’ve experienced in the Forever beta. I’m not asking for dungeon grinding to become the undisputed leveling meta, and I understand why Blizzard wants to discourage boosting and endless dungeon spam. I just think the current solution is creating some serious unintended problems with how players actually behave inside dungeons.

The biggest thing I’m already noticing is that people don’t want to actually play the dungeon anymore. They want to complete their quests while killing as little as humanly possible.

Hug the wall. Skip that pack. Sneak around those mobs. Grab the objective. Kill the boss. Turn in the quests. Move on.

When the overwhelming majority of the XP comes from the dungeon quests and the mobs themselves are barely worth anything, this is the behavior the game encourages. Why would a group full clear a dungeon when the mobs they’re clearing are worth so little?

I think that’s a terrible direction for dungeon gameplay.

I actually LOVE the idea behind making dungeon quests important. It encourages open-world questers to step into dungeons, while dungeon-focused players have to venture into the world, travel around, find quest chains, talk to NPCs, and gather their dungeon quests beforehand. That’s a great interaction between the two sides of the game.

But perhaps the incentive from those quests should lean more heavily into items, gear, gold, reputation, unique rewards, or other meaningful incentives, while more of the actual experience comes from playing the dungeon itself and killing the mobs inside it.

Right now we’ve almost flipped that around. The dungeon is becoming a container for a giant bundle of quest XP rather than content worth repeatedly playing.

The current balance heavily encourages one-and-done dungeon groups.

Get your quests. Run the dungeon once. Collect the massive quest XP. Leave.

That creates several other problems.

Tanks and healers are already the hardest roles to find, and this gives them even less reason to run a dungeon again. Once they’ve completed their quests, why come back unless they personally need an item?

That means someone trying to form a group later may have an even smaller pool of tanks and healers available.

It also makes farming dungeon loot unnecessarily painful.

If you’re chasing a specific item and it doesn’t drop, there’s a good chance you’ll need to rebuild your group almost every single run. The other four players got their quests done. They received the bulk of the XP the dungeon had to offer. Unless they also need loot, what incentive do they have to stay?

One of my favorite Classic experiences is getting a good dungeon group together and saying, “Let’s run it again.”

Maybe everyone is having fun. Maybe somebody needs a weapon. Maybe you’re all getting decent XP. Maybe you finally figured out the pulls and now the group is cruising.

That social experience matters.

Dungeon grinding with friends should be competitive with open-world questing. Neither one needs to be the obvious meta.

If I have four guildmates online and we want to spend the evening running dungeons together, I don’t think the game should make us feel like we’re being penalized for choosing that over open-world questing.

Sometimes it’s actually much easier to play with your existing friends through dungeon content. Open-world questing can be awkward when everyone is on different quests, different steps, or has already completed something. A dungeon gives five friends a common objective where everyone can contribute.

That’s part of the social experience too.

Getting players into the open world is important, but socialization doesn’t stop being valuable when you walk through a dungeon portal.

And this brings me to what I think could become the biggest unintended consequence if this system remains unchanged.

I predict the eventual meta will be high-level players boosting low-level characters through dungeon QUESTS rather than players forming legitimate five-man dungeon groups.

Think about where the incentives currently lead.

If dungeon mobs give poor XP but completing all the dungeon quests gives enormous XP, eventually players are going to optimize around completing those quests as quickly as possible.

Instead of:

“LFM Scarlet Monastery, need tank and healer.”

We could start seeing:

“60 carrying all SM quests.”

A high-level player could help low-level characters gather the required quests, blast them through the dungeon while skipping everything unnecessary, complete the objectives, collect the huge quest XP, and immediately move on to the next dungeon.

Ironically, a system intended partly to discourage dungeon boosting could end up creating a different boosting meta centered entirely around dungeon quest completion.

And if that becomes efficient enough, why would some players bother forming a traditional five-man group at all?

The one-and-done approach may not seem like a huge issue in the earliest dungeons, but I’m especially concerned about how this scales toward higher levels. If dungeon quest XP continues to be this disproportionately valuable, are we eventually going to reach a point where the optimal path is simply doing each dungeon once, collecting the giant quest payout, and moving on until we’re 60?

That doesn’t sound like healthy dungeon replayability.

And Forever has nine new dungeons.

I want to experience them.

I want to explore them.

I want to kill the mobs.

I want to find the strange side rooms nobody bothered entering.

I want a group to decide we’re going to full clear because the mobs are actually worth killing.

I want to run a dungeon several times with my guildmates because we’re having fun and someone still needs a drop.

How are we ever going to discover that rare mob tucked away in some forgotten corner of a new dungeon if the community learns that the correct way to play is to hug the walls and skip everything that isn’t attached to a quest objective?

That’s what concerns me most.

This isn’t only about XP per hour. The reward structure is teaching players how to behave inside the dungeon, and right now it’s teaching them not to engage with most of it.

I’m completely open to Blizzard finding ways to prevent dungeon grinding from becoming the only competitive leveling method. There are plenty of potential approaches that don’t require making the mobs themselves feel worthless.

For example, diminishing returns could potentially kick in after repeatedly farming the same dungeon 3 to 5 times in a row, followed by some kind of reset timer. The exact numbers obviously need testing and tuning, but a system like that could discourage extreme dungeon spam without punishing players who simply want to run a dungeon several times with their friends.

There may be better solutions than that too. Anti-boosting mechanics could target the actual boosting behavior. XP could scale differently when extremely high-level characters are present. There are probably several knobs Blizzard could experiment with during beta.

That’s what beta is for.

What I don’t want is for the solution to become:

“Open-world questing is how you’re supposed to level, and dungeon grinding is intentionally worse.”

Players shouldn’t be railroaded into one leveling experience.

Questing should be viable. Dungeon grinding should be viable. Mixing the two should be viable.

Let players decide what sounds fun that night.

Keep the dungeon quests meaningful. I genuinely think the idea behind them is good. They get dungeon players into the world and open-world players into the dungeons.

But put enough XP back onto the dungeon mobs that actually playing, clearing, exploring, and repeating the dungeon feels worthwhile.

Blizzard created all of this dungeon content, including nine new dungeons for Forever. I want players to have reasons to actually experience that content rather than sprint through it once while avoiding everything they possibly can.

If you’re seeing the same behavior in your groups, please talk about it and submit feedback during the beta.

Even if you agree that dungeon XP needed some tuning, I think there’s an important discussion to be had about whether the current balance went too far and what it’s doing to group behavior.

I’m not asking for dungeon spam to become the meta.

I’m asking for running a dungeon with four friends to remain a legitimate, rewarding way to play World of Warcraft.

Forever has a lot of great new dungeon content. I just don’t want the optimal way to experience it to be skipping most of it.

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Firstly- I do think they could back off the rewards for quests a smidge and add some of that back into the killing of mobs.

But I do think most people were never huge on killing everything in a dungeon or exploring. Unless you were in a group of highly efficient people most of my groups in vanilla and again in classic were there to do Deadmines once and move on. I don’t think I had a single time of a random signing up to go again right away.

The behavior you’re witnessing is more akin to what has been pushed into players by retail. Efficient pathing, fast speed, shortcuts, etc. I don’t think the xp has had much effect on this.

I’ll also add that I had many groups spam a dungeon for drops in vanilla/classic- and they were ALL guild based. Finding a crew that is invested in YOU and the journey will naturally lead to what you’re looking for.

But again- I agree with you. I think they’ve done such a good job with questing that most people would find they’d enjoy it more than they think. I would like them to ease off the xp slashing of dungeons.

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You are likely not wrong; this isn’t the first time I’ve heard this behavior in a dungeon is a retail mindset. Perhaps a double whammy now…

I acknowledge that early dungeons like Deadmines, RFC, etc. are often one and done anyways. My concern lies on the mid-level dungeons, and a potential new boosting meta.

My man! good post I was yelling about these issues before the beta came out! and now more and more come every day to say this change sucks! we are building consensus on this

PS: I am gonna sound like I am seeking engagement but bump the above post instead of liking this comment. Go to the post and say I agree. It is worthwhile to show that we were seeing this before it even happened. it absolutely strengthens the arugment. We saw this coming, we said exactly what would happen, and now its happening

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that was not my experience leveling in classic era this past month, i ran WC a good 4 times. I love 5 man content its the best thing wow has to offer IMO. i get thats just me but the point is its not fast or optimal lol

my era character is lvl 54 with 7 days played and im doing tons of quests. ran reach dungeon maybe 4-5 times

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After doing a few hall of thanes runs this morning, I do think that mob XP could be raised some, and quest XP reduced some.

Luckily the group I found was game to do multiple runs back to back, so that was nice, but the second/third run did feel much less rewarding.

It doesn’t have to be a swing back to exactly how it was, but an increase should be considered

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Yeah this + the spell power changes really make me question if these devs have ever played WoW before.

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Every complaint about most the changes, including this one, are rooted in the fact that people, like you, demand Blizzard set-up the PERFECT atmosphere for you to finally make a friend.

“b-b-b-but nobody will want to run this again”
Meanwhile, me to my friends minutes ago, “yeah, let’s run this again. this staff will carry me to the next dungeon.”

This is an MMORPG. Create your social group or suffer in obscurity, because it’s not Blizzard’s job to help you get over your crippling social anxiety. Retail, perhaps?

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they did and they realized the 1% of players who are sweaty try hards that cry about these changes because they cant charge gold to run lvling dungeon boosters is one they can ignore with a smile on their face because their crying doesnt matter.

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and again just a big reminder that 99% of the people complaining about this spent most of their time in classic spamming world chat that they are selling booster dungeon runs another thing that only promotes RMT gold buying

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Wall of text crits you for 1.5k

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The devs want to favor open world experiences over people in dungeons leaving zones dead like retail. Many like the idea and many hate it but its ultimately how they want us to experience leveling. At 60 people will have plenty of dungeon grinding.

I do think they could lower quest xp a tad and add a daily dungeon quest for all level appropriate dungeons and make the rewards good enough people will at least do dungeons daily compared to a one and done.

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That’s a pretty impressive amount of confidence for someone arguing against a point I never made.

I run a guild and have plenty of friends to run dungeons with. Finding people is not my concern here, and this has nothing to do with social anxiety. The point is that dungeon grinding with friends should be a competitive way to level, and the game shouldn’t railroad everyone toward one-and-done quest runs by making the mobs themselves barely worth killing.

I’m glad you and your friends wanted to run again for a staff. That actually supports part of my point: right now loot is basically the only reason to repeat a dungeon. My concerns were about the XP structure encouraging mob skipping, reducing repeat runs overall, hurting group availability for people chasing drops, and potentially creating a high-level dungeon-quest boosting meta later on.

Sorry if the post was too long to hold your attention, but “this guy can’t make friends” is a much easier argument to respond to than anything I actually wrote.

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If they wanted to fix boosting they could simply base exp off the highest level…If the mbs are grey to them no one gets exp…not that hard…

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That “99%” number is doing a lot of heavy lifting there.

I’m not defending boosting at all. I literally suggested other ways Blizzard could combat boosting without gutting normal dungeon mob XP, including diminishing returns and systems that specifically target the behavior causing the problem.

My point is pretty simple: if I’ve got a group of friends online and we want to spend the night grinding dungeons together, I’d like actually killing the mobs to be a worthwhile source of XP. That’s not selling boosts, buying gold, or trying to game the system. That’s five people playing an MMORPG together.

You’re arguing against dungeon boosting. So am I. We just disagree on whether normal players should get caught in the crossfire.

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I’ve made more friends dungeon grinding in the past than I ever did solo questing in the world. If the goal is to create strong, lasting communities, this dungeon xp nerf isn’t it.

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MMORPG problems require MMORPG solutions:

  1. Make some friends to play with who enjoy running the dungeon for the fun of playing together and not just for XP.

  2. Make a Tank or a Healer and you’ll have no problem creating and running the dungeon group.

I would advocate for Blizzard making Shamans able to tank so as to increase the potential number of tanks out there.

Also consider that dual spec being lowered to 20 so more players can swap to a tank or healer role.

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wow thats an S tier psycho reply

yes its true that people will run the dungeons a 2nd time while the game is novel.

But who runs a dungeon for no xp and an item when they jsut got enough xp from that dungeon to go to the NEXT dungeon- with tons of xp and BETTER items?

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I essentially agree with the OP here. There’s nothing wrong with keeping dungeon farming as a viable alternative for zone questing. Reduced mob xp in dungeons does create negative incentives (skips etc.). Plus, anyone who’s played vanilla will know how hype it is when a random dungeon mob drops an epic like a Krol Blade that no one was expecting or looking for. Those kind of moments will happen way less if everyone’s line-pathing to skip all the trash. Furthermore, since it’s clear that Forever has attempted to emphasize the journey and lateral leveling development, it’s very counterproductive to then turn around and remove some of the main incentives people have for repeating the same dungeon more than once.

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we just wanna form pugs and crack a beer and do some wailing caverns guys

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