r/classicwow • u/Deathtonic • 11h ago
Forever Beta Feedback Unintended outcomes of the Dungeon XP Nerf
Monster Skip Runs [ More than just end game dungeons ]
Hard Reserving of low level gear [ Not just Cruel Barb ]
Less Tank and Healers leveling [ You see them say it every day on reddit since the nerf ]
Tanks and Healers charging for their services for low level dungeons [ Not just end game ]
Less dungeons begin ran [ Meaning harder to find groups ]
Less social interactions [ Dungeons were the group activity, questing is primarily solo ]
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.
10
u/RedundantDuplication 8h ago edited 6h ago
After a break of over a decade I’m coming back to WoW. One of the main reasons was the enjoyment from tanking/healing compared to other games I’ve been playing that felt very less role-specific. Nothing quite scratched that itch.
I have no incentive to run dungeons more than once now. I’ll just move toward end game faster so I can tank and heal where the gear will be more meaningful.
I have seen good random groups are elite quest mobs. There is decent open world interaction when the quest is kill X number of creatures. But I am not calling to them or playing with them as long as I do in dungeons. You get to know players way better in dungeons.
I see it as a massive L overall. Nerf boosted runs or whatever you’re trying to do, but this is not a net “more social interaction.”
Edit: spelling