Thoughts on Dungeon XP

I understand that limiting soft-reset mob farming is a meta people would like to avoid, based on the notes:

  • Dungeons in WoW Classic Hardcore are a work in progress.
    • Dungeons currently save players after a boss is killed. As a result, we’ve moved all XP in dungeons to bosses only.
    • The amount of XP granted by bosses is not final.
    • This is not yet fully implemented and should be in place in a future PTR build.

Instead of shifting XP in the instance to bosses or other options, would it be possible to eliminate XP or drastically reduce XP awarded by respawned mobs inside dungeons, or are populated by a result of soft-resetting?

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I’ll revisit this post if it’s still poppin’ fresh once I get to test how the current set up works, when we test it.

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I’ve not seen anything about this. Do you have a link to a blue? I believe you and want the change to be real, but I’d like to see the proof.

First few lines it goes over dungeon XP,

I just put in the bullet points from that post into mine.

Ugg, this will encourage extra mob skips.

What they should do is give you a % of the total Exp based on what is dead / still alive when you exit the dungeon, and you get the experience when you hearth out or zone out.

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Mob skipping is a thing in HC? never saw that on BSB i know the xp was there but universally every group i got into all the way to mid 50s was always about full clears for more chances as blues and greens to drop not xp from elites. But i can understand your point. Could make a Bee line meta i suppose.

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They could easily fix this by a couple of ways/ 2 that I can think of off the top of my head. One being the boss can’t be pulled till the correct mobs have been killed. #2 the boss pulls all skipped mobs that are normally pulled before hand. I’m not saying its the best ideas but I have always been a fan of NOT skipping things because it tends to bite me in the butt later…

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I find this change confusing.

Even if it’s only a small encouragement to mob skips and that’s not a big deal - and it is less than ideal, but even if that’s fine, I just don’t follow the reasoning: what does it mean for a dungeon to “save”? When has that ever been a thing? And why does that mean they have to move all XP in dungeons to bosses only as a result? Maybe it’s just me and I’m missing something, but, like… why?

I was on board with not changing XP at all and just adding the 24-hour lockout, but if you’re going to change XP, there’s probably some discussion that should be had around that.

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Lock the dungeon 24hr as long as you kill a mob or loot any resources (herb, ore).