r/classicwow • • 12h 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/Substantial-Newt7809 9h ago

The only thing that would make me tolerate playing like that would be the reward of decent experience from the dungeon. Veteran players who would prefer to level in dungeons are still going to blast and level via questing/grinding, meanwhile ironically a lot of the people calling for the nerfs here on this subreddit who want levelling to be a long slog will struggle to find groups for dungeons.

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u/Fourfifteen415 9h ago

That's the funny part, the people leading the crusade against dungeons are going to quickly realize an already scarce commodity (tanks and healers) is even more scarce because of these changes.

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u/NostraDamnUs 6h ago

I see healers in particular being rougher than usual. Tanks are always hard to find due to the funnel at max level but across the board saw some great improvements, and a lot of warriors and druids will be leveling with tank talents/gear.

Healers had the opposite: a lot of their base power got moved to items, and none of the hybrid spell dps feel great to level compared to their melee spec counterparts. Hard to say whether this translates to less keeping healing gear around, but I do think the changes dissuade the idea of leveling as a healer (even if not healer spec).

Edit: As someone who will be leveling a priest, I will be very hesitant about bringing any mages/warlocks with me if I can help it. They made losing the roll on gear worse by dissuading re-running a dungeon at a time when gear is more important than ever for casters.

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u/NegativeAd1432 3h ago

To your edit, I found that getting into groups on my warlock after the nerf was harder, and I suspect that is part of it.

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u/NostraDamnUs 3h ago

Yeah, I mean people have always done that, but now its moreso that I've always felt obligated to run the dungeon back a couple times if I won the drop to see if the other guy could snag it too. I feel like with the dungeon changes it's going to be much less likely people stick around for the second/third run, and I really won't be wanting to sit around to fill for it.

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u/NegativeAd1432 2h ago

Yup, same. I think I’ll be maining dps for a change since more than one or two dungeon runs feels unrewarding enough that it’s just not fun any more. We’ll see if my tank or healers really see much play.