Wait, So Boosting Was Effectively Patched and You Unpatched It? (Dungeon XP)

Wait, So Boosting Was Effectively Patched and You Unpatched It? (Dungeon XP)

My understanding is that two changes were made to dungeon experience in an effort to address boosting:

  1. Dungeon mob XP was significantly reduced.

  2. XP was calculated relative to the highest-level player in the dungeon, rather than simply awarding experience based on the level of the character receiving it.

Now, the response to concerns about dungeon XP appears to be two changes of its own:

  • Increase dungeon XP by 20%.

  • Change the XP calculation so that it is relative to your character’s level rather than the highest-level player in the group.

I understand the reasoning behind increasing dungeon XP. If the rewards are too low, players may run a dungeon once for the quests and then never return. Over time, that means fewer people running dungeons, making it increasingly difficult for players who level later or want to run those dungeons for the first time.

But why change the second mechanic at all?

Why move away from calculating XP based on the highest-level player in the dungeon when that mechanic was specifically intended to address boosting?

Here Is a Better Solution

Restore Classic XP per mob, but retain the rule that XP is calculated relative to the highest-level player in the dungeon.

This accomplishes two things:

  1. Dungeon XP becomes worthwhile again. Players receive the familiar Classic XP rewards for killing dungeon mobs, making dungeons a viable leveling option rather than something people do once and abandon.

  2. Boosting remains discouraged. The highest-level-player XP calculation remains in place, preventing low-level characters from exploiting high-level players to gain excessive experience from dungeon runs.

In other words, restore the Classic mob XP values while keeping the mechanic intended to prevent boosting.

That seems to address both concerns without undoing the measure designed to solve the original problem.

So Why Undo the Anti-Boosting Mechanic?

I understand wanting dungeons to remain relevant throughout the life of the server. I agree that dungeon XP needs to be worthwhile enough to encourage players to keep running them.

But increasing XP rewards and changing the way XP is calculated are two different decisions.

Why not increase dungeon XP while retaining the highest-level-player calculation?

If the goal is to make dungeons rewarding without bringing boosting back, why abandon a mechanic that was already intended to address that issue?

Perhaps there is a technical reason or an unintended consequence I’m overlooking. If so, I’d genuinely like to understand it.

But from my perspective, the proposed changes seem to solve the dungeon XP problem by reversing part of the solution to the boosting problem.

Give us Classic XP per mob, keep the highest-level-player XP calculation, and let legitimate dungeon groups enjoy worthwhile rewards without reopening the door to boosting.

Why isn’t this the approach being taken?

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Will people please stop advocating for changes that are anti player? Who cares if people are doing dungeons? I highly doubt this undoes the change for people vastly higher level then the dungeon. Just let people play the way they want to play.

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I mean they’re probably going to make a limit to this. Someone that’s 10+ levels ahead would incur a reduction, but someone that’s 5 levels ahead should not.

No boosting is gone already due to a different completely unrelated change that has been in since day 1 of the beta.

If ANY mob is grey to ANY person in the group the mob grants ZERO xp to anyone.

This killed boosting, is still in the game and has been untouched. This is both to dungeons and the overworld. It makes no distinction. They dungeon and dungeon quest exp changes were always a completely separate mechanic.

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they are unpatching that right now…

this “If ANY mob is grey to ANY person in the group the mob grants ZERO xp to anyone.” is being removed I am asking WHY?

No. The bug they are fixing was how xp was calculated in a mixed level group. Even if you were 1 level in difference there was a massive xp drop off. This was a bug and will be fixed. It is unrelated to the anti-booster grey mob mechanic which will remain in place. The xp changes to dungeon mobs was NEVER to combat boosting. It was to stop dungeon running all together.

Hopefully because they realized that it was a little heavy-handed. If I fall a few levels behind my friends because we don’t all play exactly the same amount, it really shouldn’t completely neuter our ability to play together. I get the desire to combat paid boosting, but they’ve gotta find a way to do it that doesn’t make it difficult for casual groups of friends to play the game together.

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fair, seem unnecessary in the open world…

There were boost strats in the open world that worked as well so they had to do it there as well.

Chatgpt is so opinionated lately

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AI formatting…

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They didn’t “unpatch” anything.

20% increase exp is completely meaningless. They could have increased the exp by 100% and it would still be terrible.

AI slop post.

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That’s not what even what they said…

They said if a player is level 25 it makes their entire group of 20s scale as if they were 25 and that was a bug and they are fixing that.

If someone is level 35 and the mobs are gray to them then the level 20s will receive extremely reduced xp. That is not a bug, they are not changing that.

They have announced this in the podcast.

This change was not announced.

Also. It was never about boosting. That was player speculation.

Their goal is to get people to play all parts of the game, not just play the dungeons. <— this is reiterated in podcast pt3.

This was announced on Twitter by Aggrend following the podcast today.

But he meant within the actual level range of a dungeon group. Not someone high enough that mobs are gray.

He used level 25 and 20 as an example. A level 25 would make their entire group of 20s scale as if they were 25, even if the dungeon was fine for that entire range.

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thanks for source.

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My assumption would be if it’s grey for someone in the group it’d work how it currently works in classic/anniversary which is that it GIGA nerfs your exp, vs even if it’s at the last level of green for them it’s not so bad.

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The changes they made to prevent boosting were limiting how many mobs paladin consecration hits and limiting the number of mobs mage aoe affect - making mage and paladin boosting much more difficult.

They are not discouraging high level toons running through low level toons through dungeons. That’s different than boosting.

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Since day one beta this isn’t reduced exp is Zero. You get zero for any mob that is grey to anyone in the party. This was the anti-boosting change that is 100% effective. That is unchanged with the changes for today.

Erase they said in the Dev pod caste that they are removing this —> You get zero for any mob that is grey to anyone in the party.

and it will be level relative when the realm comes back up