Boosting nerfs & the impact on the levelling experience

Hi all, I’ve read a few of the threads on here RE: the nerf, but most of them seem to be focussed on the boosting/anti-boosting and RMT/bot aspects of the recent nerfs, not the impact they’re having on players levelling through relevant dungeon content.

This past week, a few friends and I rerolled alts when the Winds buff came out. We’d just come back to the game two weeks before and had just recently done the full 1-70 questing experience, so we wanted to do some dungeon levelling instead and shoot the sh*t in Discord etc while having fun together. We grouped up at SM:GY for the first time at level 30––me on a pally & three of my friends on mages (we all wanted farming alts). We picked up the first healer that responded in LFG, and the 5 of us have done dungeon spam every night together since then.

It started out as a blast, namely because we twinked our toons out with level 60-70 enchants, Engineering trinkets and toys, and some hilariously unnecessary consumables. During our 30-40 stretch in SM, the fun for us was outdoing our previous speed clears. By the end of SM, we had GY down to a 3-pull dungeon (at level 32) in 6 minutes, Lib down to a 5 puller (34/10 minutes), Armory down to a 4 puller (36/9 minutes), and Cathedral–my personal fav–at a fun 7 minute 4-pull run by 40. We had time to take food breaks whenever we hit the instance cap and brainstorm how to fix any pull that might have gone wrong in the previous run, and it was a blast.

But them, we left SM, and all of our copium depleted from our systems…because of two specific issues wrought by these changes:

1. XP reduction severely affecting party members if there is a slight disparity

On our last night at SM around level 39-43, we hit up RFD because we had a few quests for it and it seemed like a nice break. One of the mages logged off early, so we invited another one of our friends, a level 35 rogue, to the party to get him some quick XP. One of us dinged 44 early through the dungeon and all of a sudden, the rogue was getting significantly reduced xp per kill, even though the last half of the instance is 40-41. Kind of insane considering this used to be a very normal thing in my Classic experience––sure, we knew we would probably get reduced XP from killing a few of the mobs since we slightly outlevelled the instance, but we did not think our lower-level friend would get penalized. The dungeon itself was within our range; we didn’t check levels for it but all of our quests for RFD were anywhere from green-orange, so it seems ridiculous to penalize both us and our friend so hard for that.

This has been a continual issue for us as we’ve levelled as well, even within our small group. We are five people with different schedules and commitments right now, and sometimes one of us might stay up a bit later to do an extra quest for a really good SP dam trinket (lookin @ u Winterspring trinket) or push up a level to 35/50 to be able to work on the next tier of profession stuff. We have all been really conscientious about not outlevelling each other more than 1-2 levels because of the boosting nerf, but there have been clear times when we’ve had to leave really good dungeons to go spam really bad ones because one of us dinged 2 levels ahead and now half the mobs are gray.

2. Anti-kiting measures activate too early and too aggressively for at-level players

This is the most frustrating one, mainly because we didn’t see it coming for so long. We went all the way to 40 without seeing any anti-kiting measures, but once we did, they seemed to pop up in every new dungeon we entered.

Once we left SM and made our way to ZF, I was stoked. I remembered there being so many good AoE pulls in there, and loads of places for me to pillar-LoS for tightly stacked meat-grinding piles. I’d done a ZF while levelling with my first toon earlier this month, and I remembered the pally tank doing some crazy huge pulls that were really fun (and fast) with our slightly coordinated group. So I mounted up, and ran around the first room, bringing them all back to a pillar to get the casters to group up too. Everything went normally for the first 10-15 seconds, and then we realized (much to my chagrin as the tank) that all of the mobs were slow-immune and roots-immune.

We did some heavy testing in that first night in ZF, and if anyone’s interested I can try to post some clips to illustrate the way it works, but from what we learned there, from the second you enter combat with a mob, it starts a 30-second countdown. At the end of that countdown, the mob will no longer be slowable or rootable, even if it’s running in fear. As you can imagine, when rounding up to LoS pull mobs in ZF, by the time the pack groups up it’s often 10-15 seconds into the pull, which leaves your group 15ish seconds to obliterate it before it obliterates either (a) your tank who can’t kite now, or (b) your DPS who have aggro and can’t get away anymore.

You might say: “Why is this a problem? Just pull smaller”. But slowing & kiting is an integral part Classic dungeon tanking, and having such a huge tool yanked out of your box when you don’t have many abilities yet is incredibly excruciating. Thankfully, we were so twinked out that after a bit of creative tweaking of our pulls we could get ZF back to a really efficient XP grind, but for the average group, this kind of change is hell. Slowing mobs that are fleeing to a nearby pat is crucial to preventing wipes in the average group. And now that the timer starts from the first instance of combat, it means every second your tank spends running further away from the next pack before stopping to establish threat (to circumvent runner issues) is also eating into the slow timer. It’s a lose-lose.

So, out of curiousity I tried a random pug, rather than my spellcleave stack, to see how the changes would affect an average dungeon experience. I put together a random group and grabbed the quests and shared them with them, so we knew we were going to do both the orange and purple wings for completion. It’s been years since I’ve done Mara, and I remembered it being a slog, but this was something else entirely. Yes; I will preface this by saying I was perhaps underlevelled for the instance at 42, but the rest of the group was 43-47, and most of my job consisted of taunting off the mage and kiting them back into the RoF/Blizzard/Cons spam anyways. Once we got to the end of each wing, the mobs became 46-47+ rather than 42+, which meant we had to start using CC anyways on some of the scarier packs. But because of the anti-kiting mechanics added to Mara, after about 20ish seconds of combat time, they would all become immune to slow or HoJ or roots, and it more than once became a game of rotating DIs and SSs. While yes, we had fun, I also was the top damage as the tank thanks to religious dynamite use. With a less geared tank who needs to rely on slows more than I did, I can only imagine the repair bill.

Suggestions to fix it
Look, I’ve had countless conversations with friends this week about who the intended target of these nerfs is. If the intention was to prevent max level characters from boosting low level characters through dungeons, I can’t speak to it because I’ve never been in a boost and haven’t seen much of it this week. But why is the change applying to toons that are the proper level for the dungeon? If I’m in a group of people levels 42-48 in a Maraudon run, there is no world wherein the anti-kiting measures should be in effect. It feels like you’re adding an Inspired affix!

If a level 70+ joins the group, yes, immediately those should kick in. It’s the kiss/curse trade you make for having someone who can “carry”. But if you’re in the proper level range for the dungeon, what developer decided it was a good idea to make it a 30-second timer before the pull needs to die or it becomes unwieldy?

The exact same logic can be applied to the boosting nerfs too. There is no reason why they should be implemented in such a black-and-white way to levelling groups. Yes, sure, if there is a level 26 in your SFK run it might be slightly easier, but it is not a boost. Make the XP nerf applied to your friends into a gradient scale that tapers off x% per level, at least in Classic where the dungeon level ranges are so vast.

All in all, I’ve had a lot of fun this week in dungeons, but we’ve had to strategize a lot more than I would have thought to pull off what we could do with ease last week pre-nerf. I’m not advocating for a complete revocation of the nerf, because I think the intent was great, but please–someone at Blizzard HQ–fix how it effects levelling groups before I get my next alt ready!

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this is frustrating the heck outta me. i use to run people for free if they couldnt form groups/find a tank/wanted a specific piece of gear, now not only can i not help them, but chances are my at level chars may be too high or too low. its so bad. its very very bad. case in point:

i have a 26 priest . while i’m on my 70, i noticed some guy begging for a dps for stocks. a half hour later, he’s still looking for a dps for stocks and he’s losing patience, typing in all caps. i’m thinking to myself, where are the dps, wtflip, i guess i’ll offer to dps as a priest. so i get on my 26 priest, send him a message and get the invite. i look at the levels, and half of them are level 20. so i had to leave or most of them wouldnt get xp. boy they werent happy

as a side note - my thread

i have a thread about the nerfs. sounds like you’ve already seen it
https://us.forums.blizzard.com/en/wow/en/wow/t/emergency-rescue-1-60-zones/1294590

i feel like theres been a mild oversight on the level disparity. Had a fresh 70 join me for a BF run cus they wanted some pre raid healing bis that dropped there and half the mobs only gave 100xp each cus of the boosting nerf

Still better than before the boosting changes though.

^
Excellent post, thank you.

Yes I mean, snare kiting is an ordinary part of any group if the tank is getting hit too hard. But now all mage utility is useless and it seems their intended result is you are just supposed to wipe now. To everything.

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New system has downsides, but they’re overshadowed by the upsides of people actually doing dungeons now. Because they can’t just go buy a boost.

The reason the nerfs are so aggressive, is because they must survive the transition to wrath. Tying them to mobs going grey, accounts for a level 70 paladin in strat, which is just barely grey.

It wasn’t just about nerfing max level boosts either, but meant to nerf same level pathfinding exploit strats. Like solo mage grinding ZA graveyard.

There was collateral damage with the nerfs, but overall was a very good change.

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if they’re level 20 they’re too low for stockades. Stockades is meant for 24+

Also boosts still happen in slave pens and shadow labyrinth.

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A 35 rogue does seem low for RFD. With no hit gear was he even hitting mobs dual wielding?

A 9 level difference in a group seems like a reasonable nerf to xp. I mean, a level 27 in a deadmines run is a little high.

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Oh for sure, the difficulty in cracking down on T6 SWP geared mages boosting SLabs versus a levelling blues fresh 70 tank joining a Normal BF run for the trinket is pretty apparent in how this implementation went through. It’s not an easy job to figure out how to target boosting without the ancillary effects being to make the gearing process for a new toon even more of a headache because sub-70 groups won’t invite you to their N BM/SLabs/SH/Sethekk runs.

That being said, seeing as the current iteration of the anti-kite mechanics in SLabs, for example, has meant that it is now a 3-mage boost rather than a 2-mage job, surely there is a way to filter for that? Like, if there are 3 70s in the group (i.e. 3 70 mages), then perhaps it is a fair tradeoff for the 2 non-70 toons to get reduced XP? Even that alone would be a step in the right direction imo.

To be clear I’ve tested this with a wide variety of classes now. It’s not just mage slows that are useless after 30 seconds. Crippling Poison, Concussive Shots & Frost Traps, Avenger’s Shield, Mind Flay, CoE, and Hamstring are all ineffective after 30 seconds of combat time with any mob in the affected dungeons. It’s not just mage utility that was caught by this change, even if mage slows were the intended target due to the prolificacy of mage boosters.

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yeah i know but because they can get the stockades riot quest from the warden by the entrance at 20, they think they can run it. and a month ago, they could have, either with a booster or with a carry. but them days are gone. i imagine that group disbanded not long after.

becaus levels allowed to zone in, mob level range, quest level and actual optimal level to full clear are different from each other, way too spread apart, and haven’t been taken into account when implementing the changes. A simple balancing pass across classic dungeons shifting mob levels much closer to each other and shrinking allowed-to-zone-in and meeting stone level ranges would alleviate much of this issue, but its beyond Blizzard’s interest in the game.

there is no world wherein the anti-kiting measures should be in effect.

I dont honestly know how hard it’d be to implement, but it should just be a DR on roots / slows; it never should’ve been based off time in combat, but it should’ve been taking time the mob stays rooted into account. Sure, then solo farmers or boosters can just make sure they 100-0 the mobs within the DR duration, but that still removes a lot of less geared and unprepared from the pool.

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ohhh but they can. a level 70 blizz boost. welcome to northrend. oh you’re in wetlands content still, too bad. we just boosted half your potential groups, straight into northrend.

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I have actually been unable to properly run a single dungeon since the change. There is no way to form a group of people within the level range to not get penalized XP on my server.

Nothing kills the dungeon going experience like getting no experience at all and being unable to do them. Now the only purpose of dungeons is to have a high level run you through for the gear because it is a waste of time to do them at 90% reduced exp.

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This has been blizzard since WOTLK live. They care more about money than gameplay now.

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Listen to Xzzy! ^^ this is the future of all alts

So it’s interesting to me because this is precisely the kind of heated discussion my friends and I have been having this week about this change. On one hand, sure, if Blizzard intended to nerf solo mage levelling, this is an incredibly effective way to do so.

However from my PoV, there is not a single inkling of evidence suggesting that was the intended target of this nerf in the post announcing it: Adjustments to Dungeon Creature Behavior and Group XP - #3 by Drooler-grobbulus. The post specifically mentions (i) boosting; (ii) RMT; (iii) gold farming bots. It does not even allude to solo levelling.

While I’m new to Classic, all I’ve been told about the community is that they want “no changes”. I remember dinging 60 on my very first toon as a mage in Zul’Gurub over 15 years ago solo farming those mobs, after spending lots of time solo levelling in both ZF and Mara. That practice has continued unabated for years; why target it now? And without mentioning it?

If this was what Blizzard intended with these changes, all I’m asking is for some clarity on that.

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The strategies that solo levelers use are the same as boosters in that scenario.

With WotLK around the corner, that comes with the ability to freeze exp. So a 47 mage could freeze their xp and offer ZF boosts, which will grant XP to the boostees.

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I have multiple accounts and quite honestly it’s so dead most of the time if I start a new alt… I just run myself through the low level dungeons. It’s not for the XP in the dungeon it’s for gear and/or quest xp/rewards.

I was actually doing this when the first post about the change started to appear. I guess I’ll have to make someone else to run throuh and try it again.

Anyway somewhere around the mid 40’s I just got bored with quests taking so long. The XP buff was on and I just pulled myself through all the quests as fast as possible. The character was still leveling so fast the quest would turn green before we left the area. The XP per kill was almost non existent but the quest xp was interesting I guess is how I’ll say it.

So yes if you are grinding mobs with someone X levels higher than you the xp per mob is crap. If you are doing quests and sailing through them… you should still be getting xp at quite a rate. Things for me don’t seem to feel like they slow down until you get into the 60’s. Then it’s like the quest xp doesn’t scale much off what you were getting in the 50’s yet the xp per level is quite a bit higher. If you’re alone with rested xp every 10 mobs or so you kill, is about the same as a quest turn in… in the TBC zones.

Yup, I got my new alt to 60. Just gonna park it until prepatch where the xp required from 60-70 is reduced by 30%, and my 100% mount speed gets reduced to 50g, and can also pick up flying.

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Also, not that I have a horse in the RFD/no RFD race, but the current LFG tool is horrendous at updating character levels as well. This week alone I’ve been in two different PuG groups where the leader invited someone from it because it said they were one level and then they joined and they were actually 3 levels higher, and therefore would nerf the XP granted. Both were booted.

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I’ve noticed that, but it seems to be less than consistent about bugging out. I’m really curious what triggers it, or what prevents it from updating.

Overall though, the lfg tool. Even the current one in TBC, works pretty well. As long as people are bothering to queue into it.