Let's End this Dungeon XP Argument with Real Numbers **Updates and Evidences**

Why Are We Ignoring Years of Actual Leveling Data?

What surprises me most about this entire debate is how many people are willing to accept Blizzard’s unspecified “internal data” while ignoring years of publicly available gameplay footage.

Classic 2019 and Anniversary Classic weren’t that long ago. There are hundreds of YouTube videos documenting actual leveling routes, clear times, and XP/hour results.

From the examples I’ve seen:

  • Optimized solo questing with RestedXP (levels 35–40): 50–60k XP/hour.

  • Optimized SM Cathedral spellcleave with 4 mage and 1 pull/1 heal : 60–80k XP/hour.

These numbers suggest dungeon grinding can be faster, but not necessarily by the enormous margin Blizzard’s changes imply.

Now consider the nerf:

80% initial reduction + 20% subsequent buff = 76% net reduction in dungeon mob XP.

If a dungeon group previously earned 60–80k XP/hour entirely from affected mob kills, that would drop to approximately 15–20k XP/hour, assuming identical kill rates.

Yet Josh Greenfield claims dungeon leveling after the adjustments should be “very close, if not equal” to optimized questing.

How do those numbers reconcile?

I’m not claiming YouTube videos automatically invalidate Blizzard’s internal data. Different routes, group compositions, XP sources, and levels can produce different results.

But those videos provide real, observable, repeatable benchmarks that Blizzard’s claims should be tested against.

If Blizzard’s internal calculations show that dungeon grinding was dramatically more efficient than questing, show us the methodology and explain the discrepancy.

Because based on the historical results available to players, a 76% reduction in dungeon mob XP appears wildly disproportionate.
*
*
***New Comparison**
*
*

“Defias Brotherhood” ; 2600 xp in classic, 6200 xp in Forever now

“Red Silk Bandana” ; 1250 xp on classic, 2950 xp on Forever now

Running Deadmines Full

17000 xp on Classic Anniversary according to https://www.youtube.com/watch?v=Jq8WSpQOgf8

4000 xp on Forever now according to https://www.youtube.com/watch?v=VplVx5n45LU

You lose 13000 xp from mob on the first run. And they are only giving back like portion of it from quest. Good Job!

Noticed that? 17000*0.24=4080!

At very least we prove the theory and numbers are correct.

80% initial reduction + 20% subsequent buff = 76% net reduction in dungeon mob XP.

Conclusion?
The two quests are just examples: one with the largest XP increase (3,600 XP) and one with the smallest (1,700 XP).

Let’s be generous and assume that, out of all 6 Deadmines quests, 3 receive the larger buff and 3 receive the smaller one.

3,600 × 3 + 1,700 × 3 = 15,900 bonus quest XP.

Now remember, a full dungeon clear used to give 17,000 XP, but that was nerfed to 4,000 XP.

17,000 − 4,000 = 13,000 XP lost per run.

So even with the 15,900 bonus quest XP, you’re already at a net loss compared to Classic by your second full clear:

• ⁠First clear: +15,900 − 13,000 = +2,900 XP
• ⁠Second clear: +2,900 − 13,000 = −10,100 XP

And the gap only gets bigger with every additional run. For dungeons with fewer quests, it’s not even a competition. You’re taking a straight XP loss right from the start.

***Updates**

Questing Examples:

Hunter Questing LVL38-40 He has Addon showing XP/H at 55-75K depending on the quest turn-ins

Warriorr Questing LVL35-38 average 1.5-2h per level which is 71-76k per level. Net around 40K xp/H

Hunter Questing LVL35-38 average 1.5h per level with 71-76k xp per level. Net around 50K xp/H

Rogue Questing LVL35-40 average 1.5h per level with 71-90k xp per level. Net around 55k xp/H

Spellcleave Examples:

www.youtube.com/watch?v=jSuBPyutJiM

LVL 43 Start with 5.75 bar xp at 1:45 ends 8.1 bars at 1:58.

13mins with 2.45 bar of 106k per level. 60k xp/h

www.youtube.com/watch?v=aM4zbT8SOLI

LVL43 Start with 14.25 bar xp at 11:07 ends 16.5 bar xp at 11:17

10mins with 2.25 bar of 106k per level but you can only run 5 runs per hour 60k xp/h

www.youtube.com/watch?v=_dQHYf4Ilyc

LVL42 Start with 2.5 bar xp at 6:39 ends 5.1 bar xp at 6:48

10mins with 2.6 bar of 100k per level but you can only run 5 runs per hour 65k xp/h

194 Likes

Well it’s a hell of an argument

9 Likes

I’m with you, I have no idea where Blizzard’s claim of them being very close is coming from. They seemed to imply that dungeon grinding was more than 3x faster before, which just doesn’t make sense to me. Like maybe dungeons should be a little slower than questing but they went way too far.

71 Likes

And remember, most players are not playing 4 mage 1 heal.

Normal Dungeon Grinding with tank and healer will be significant slower

Maybe 5 time slower than Questing at currenty state.

81 Likes

It’s the same level of effort they put into baning rmt and botting

Little to none.

Imagine not being able to monitor and control what people do on YOUR NETWORK. Pretty sad

33 Likes

I am here once again to ask that Blizzard fix this once and for all, and with the simplest possible fix:

  • revert all dungeon xp nerfs from Forever
  • introduce a cooldown on the “reset dungeons” button.

With a dungeon reset cooldown, spellcleave groups are free to finish the dungeon as fast as they want. But they can’t start another one until your typical average player’s group would start one.

This stops spellcleave while not affecting average joes at all.

68 Likes

What are you talking about?

Everyone plays like streamers do…. Right?

:rofl:

10 Likes

Why Don’t you test the numbers yourself?
I’m currently testing xp per hour.
After a few hours of efficient world questing I was earning 16k xp per hour. This is in the Level 13 to 15 bracket. I plan to dungeon spam ragefire using an organized physical cleave group to see how it compares.
My guess is they will be on par with each other.

2 Likes

You’ll have to accept parity with world questing.
Choose the way you want to play. We’ll all be 60 around the same time.
This is a good thing for the long term health of the game

4 Likes

Works for me. I’m even happy with it being slightly less than world questing. You know, the way it’s always been.

Current design doesn’t do that.

22 Likes

Your numbers are off. These are more accurate. As you can see, spell cleave is 4 times better then average world questing. So a nerf of whatever it is will put is on par with high efficient world questing

  • Average world questing: 20,000–35,000
  • Highly efficient world questing: 30,000–45,000+
  • Decent premade spell-cleave group: 40,000–70,000
  • Excellent spell-cleave group: 70,000–100,000
7 Likes

Facts say otherwise

  • Average world questing: 20,000–35,000
  • Highly efficient world questing: 30,000–45,000+
  • Decent premade spell-cleave group: 40,000–70,000
  • Excellent spell-cleave group: 70,000–100,000
2 Likes

You’re so illiterate. You didn’t read a word I wrote.

Just seriously, never post again.

8 Likes

Because Aggrend specifically brought up SM Cathedral spellcleave grinding during the podcast when discussing dungeon leveling efficiency.

That’s why I chose to compare optimized SM Cathedral spellcleave runs against optimized questing in the same level range.

I’m not saying your level 13–15 testing is irrelevant. In fact, I appreciate you collecting actual data.

Even if your RFC testing shows that dungeon grinding and questing are equally efficient at level 13–15, that doesn’t automatically prove Blizzard’s balancing is accurate at higer levels.

If Aggrend specifically used SM Cathedral spellcleave as an example to justify the changes, then shouldn’t we examine the actual SM Cathedral data?

25 Likes

And where did you get these numbers? What level bracket are you talking about? Anyone can make a list of Numbers and say it is facts, doesn’t mean it’s true.

20 Likes

The answer is obvious, blizzard is lying and they’re trying to slow down leveling as much as possible because forever is a last second creation with very little done.

They are buying time, and since most people find questing for long periods mind numbing (we aren’t children anymore and wow isn’t fresh) it will slow down the general population a ton.

They aren’t concerned with fun, they just want to keep you subbed and or playing.

22 Likes

There are literaly hundreds of video on YouTube for speed leveler.

Most people achive 65k+ solo using only RestedXP

His Number is Made UP.

9 Likes

You are completely, utterly, 100% correct and you should suggest this louder for the devs in the back.

EDIT: This was at Jaenerys’s suggestion, I am sorry if that wasn’t obvious to everyone else.

11 Likes

If that’s the case, why did they only nerf dungeons ? If the goal was to slow down leveling wouldn’t it make more sense to nerf all xp gain, or increase the amount needed per level?

3 Likes

Then just release the game in phases and LVL CAP at 40/50/60.

3 Likes