r/classicwow • • 11h ago

Forever Beta Feedback Unintended outcomes of the Dungeon XP Nerf

  1. Monster Skip Runs [ More than just end game dungeons ]

  2. Hard Reserving of low level gear [ Not just Cruel Barb ]

  3. Less Tank and Healers leveling [ You see them say it every day on reddit since the nerf ]

  4. Tanks and Healers charging for their services for low level dungeons [ Not just end game ]

  5. Less dungeons begin ran [ Meaning harder to find groups ]

  6. Less social interactions [ Dungeons were the group activity, questing is primarily solo ]

  7. Some dungeons being skipped entirely [ Alliance have no reason to run Shadow Fang Keep since there are no quests and no mob XP ]

There are more issues than just these, I normally just run a dungeon 3-5 times now trying to convince people to do that will be drastically harder.

why would cloth users help me do Scarlett Monetary Armory?

Will people just Skip SM Cath because you have to clear all mobs?

We have never had to ask these questions before and this is why people are so passionate about it, we are supposed to be playing this version Forever.

Just make Boosting a lifetime bannable offense.

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u/ikuminpeas 6h ago

The 80% mob xp nerf is so uncalled for... used to be around 300-350~xp per elite mob. Lower it to 150-200xp per elite mob and people gonna be fine. 40xp per elite mob is fkin stupid.

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u/Adventurous-Rate-817 5h ago

With the changes to aoe damage I see no reason to nerf it at all, put it back the way it was. 

The boogeyman 'spellcleave' comp will still work to some degree, but not nearly as effectively. Aggrend saying dungeon xp was better than questing is looking at the top end groups with meticulous planning and comparing that to your average solo questing player. First off, it isn't even true, solo questing sweats are much faster, and second, these groups that are leveling as fast as possible in dungeons will find the next fastest option regardless, why balance the game around them to ruin everyone else's fun.