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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135

u/Lumpy-Mall1106 8h ago

Just make having a 60 in a low group absolutely destroy the xp per mob, if a handful of people want to dungeon cleave to 60 then let them. It seems needlessly stupid what theyve done

51

u/no_terran 7h ago

They did that. If mobs are grey to one player noone gets xp

27

u/Paah 5h ago

Yeah but now you are not getting much xp in the first place so might as well have a lvl 60 boost you anyway for those quests and items.

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u/no_terran 4h ago

That's the point of this entire thread, yes.

1

u/astronometrics 5h ago

They need to re-tune the level recommendations then. I often leave dungeons to late in the range suggestion and it's not uncommon to have early mobs be grey

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u/no_terran 4h ago

Thankfully you feel barely any difference between 13 and 0 xp

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u/TerribleSalamander 4h ago

I thought that was a bug and they fixed it? Something about dungeon mobs calculating xp based off the highest level player, but now it’s based off of your level.

I haven’t tested it since they did that patch

17

u/Manzhah 5h ago

That's the funny part, it already does that even in anniversary. So the devs are fixing a fully fixed problem here.

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u/darkspy13 3h ago

Yep. Coming from TBC anniversary, I have no idea why they ruined dungeons.

26

u/bikeranz 8h ago

They already did the first part. The second part is just spitting on the grave.

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u/Enough-Bunch505 2h ago

I've met more people in dungeon groups than I did in the open world. Grouping is a core part of the classic experiance, as is dungeon spaming for an item you want. Why would I do that now? This change feels like fixing something that was not broken. The entire server is going to be rushing to end game, why waste time going into a dungeon more than once when I need to be out questing to keep up?

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u/JarredMack 4h ago

It still baffles me that they haven't sat down to think about why they're trying to solve this "problem". What does it matter if some sweats cleave to 60? Plenty of people quested their way to 60 before despite quest starvation, and now they've fleshed out the world way more so that there's no need to do dungeons to fill the gaps if you don't want to. Who cares if a few sweats do dungeons instead? How does that impact anyone else?

1

u/daveyo88 5h ago

I still don't know whats wrong with me boosting my brother sometimes or vice versa. If I bring up a mage to 60 for the exact reason?

I'm would never ask gold or boost anyone else though.

But then what? I thought RMT was the bad guy not people wanting to play the game differently.

We ran a lot of two man dungeons too but with the anti boosting mechanics it's not working very well.

2

u/Lumpy-Mall1106 5h ago

Its rmt and boosting services which were the main issue but its just weird to add dungeons in etc. And then disincentivise people to go there

1

u/Vivid_Succotash_6298 5h ago

I used to boost guild mates, friends, and randoms a TON in SoD, never charged for it.

So i get what you are saying, but while you have good intentions and i had good intentions, the majority of boosters generally charge for their services, and that leads down a slippery slope unfortunately.

1

u/Strong_Mode 5h ago

it was already like that in at least anni.

1

u/Boethion 5h ago

You can't destroy whats already close to 0

1

u/Cushinguras 5h ago

But why? Don't get me wrong, I like slow leveling, but what is the problem when some people like to boost friends or their little brother? Back in OG WoW we had some core memories, getting carried by our bigger brother or our nerdy friend. It's a PVE game, it does not matter, it takes nothing away from your experience if other people run a dungeon with a higher level player, or level faster than you.

Freedom was the reason OG WoW so successful, everyone was allowed to play the game as they enjoyed it, it was never a competition, it was a journey.

0

u/randomusername91011 6h ago edited 6h ago

Cleaving is still viable. If you have a perfectly optimal group it’s as good as questing according to the dev team. Meaning it’s viable even though it’s not optimal.

3

u/EbenezerNdipnchot 6h ago

No its not. Farming hyperspawns in the open world as a group of 5 is better than dungeons, quicker too since the mobs are weaker. The open world mobs give more exp too.

0

u/randomusername91011 6h ago

I don’t see how that counters what I said. But cool.

3

u/EbenezerNdipnchot 6h ago

What you said isnt true, multiple people on the sub already debunked what the developers said. The only good time to do a dungeon is when you have all the quest, otherwise it gives you 2 bars of exp even if you kill everything. Even less if the dungeon is sparse

1

u/randomusername91011 5h ago

That doesn’t sound right at all. Sparse does not equal optimized so not sure what that’s being brought up. A group of level 25’s will get roughly 50 xp per mob in the stockades. If there’s roughly 70 trash mobs in the stockades that’s 3500 xp for an optimized group every 10-12 minutes. Thats not bad xp. It’s not Better than questing but if you go for full optimization it’s still perfectly viable

1

u/EbenezerNdipnchot 5h ago

Those mobs dont give 50, try half that. Meanwhile a green mob in the world gives 100+.

1

u/randomusername91011 5h ago

They absolutely give 50. And idk why you are bringing up being in the world when that’s not the topic. I didn’t say cleave was the best way to level in the game

0

u/EbenezerNdipnchot 5h ago

Its all over this sub that show exp and them comparing the two before and after. You might not of said it but the developers did and nerfed dungeons because of it, despite open world hyperspawn being easier and faster than cleaving dungeons, on top of numerous other changes to dungeons like nobody getting any exp if a mob is grey to a single person even if theyre only a few levels higher than yourself and the other anti-boosting changes like mobs becoming immune to slow/roots and mobs stunning through pally bubble that have existed for years now. It was a stupid change.

0

u/randomusername91011 5h ago

I mean the devs had a clear desire with the changes. They want people out in the world so they nerfed it that doesn’t mean it’s not viable. Just because it’s not as good or better than questing it doesn’t make it a bad change. The devs clearly want people out in the world, hyper spawns have a ton of other variables that you can’t measure in a vacuum. If on a PvP server there is contesting spots. And hyper spawning doesn’t seem that crazy outside of the starting zones and greatly over exaggerated how fast you will get full pulls.

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