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/methrik 11h ago

You forgot the most important one. It ruins leveling with friends. Dungeons is what brought groups together no matter what quest or zone people were on. Just be a few levels apart and you have all have a common meaningful goal activity to do.

Also players are going to be at odds with each other for an every run. What and how to clear stuff.
Imagine what some of the larger dungeons are going to be like. Xp is kinda what always kept me around runs where we were struggling or if the rest of the dungeon didn’t have loot I needed.

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u/mholtz05 11h ago

Also a great way to meet new people. I remember tanking a slave pens back in the original TBC forever ago, got picked up by a group of guildies that needed a tank. They were an awesome group, ended up joining their guild and raiding with them.

Sure I could have spammed in trade, or found a guild a different way, but grouping for a dungeon is such a more natural way to meet people.

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u/ForsakenLemons 11h ago

Met quite a few people i still speak to now in 2019 classic from spamming dungeons and chatting and with one joining their guild. Never had that with quests.

Totally mad they dont think its the most social aspect of the game.

25

u/deathbivouac 9h ago

In nearly 20 years I’ve had far more negative interactions with players in the open world than I ever have had in dungeons. Almost consistently it’s a net negative to run into another player outside of a group quest that requires multiple people, thanks to mob tagging and respawn rates. Sitting at some shitty bonfire for a buff ain’t gonna change that.

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u/Dicond 7h ago

Exactly, in dungeons there is a motivation to work together toward a common goal. In the open world, there is motivation to compete, whether that be PvP or questing and fighting over tagging a mob. I don't understand the reason behind the dungeon xp nerf to this degree.