Yo, why is this such a hard concept for people. We want to run dungeons multiple times for a number of reasons. Loot, fun, and xp. If you remove xp from that equation, you get a lot less people running the dungeons which makes it harder to find groups even if you only wanted to run for loot and fun. It a pretty simple concept and there are tons of other ways to nerf powerleveling that don't ruin a huge part of the experience for those of us who like to dungeon grind.
It basically boils down to people having no self-control. They hate farming dungeons but if it's the highest exp/hr they simply must do it because nothing but the most efficient will do, even if they hate it.
Probably ways to get faster xp/hr, but once you learn the pulls, which doesn’t take very many runs, then for the amount of effort it takes it becomes the best choice. Plus there’s no changing variables in whether or not a place will be too crowded to quest efficiently, etc.
This is why I think they should've just nerfed dungeon mob xp by 25%.
Apparently it's not to target boosting, and they have other ways to discourage that (that's what I've been told, I don't know what those are). But if boosting is handled, then just give dungeon xp a little tap down so it's not theoretically better for the sweaty people that might lack self control or something, and want to cleave, and leave the experience (pun intended) largely alone for the vast majority of normal people, and the healer/tank folks.
If a mob is grey to anyone in the party, the party gets 0 xp for the mob. That's the anti boosting measures that were in at anniversary and are already in forever. It's also never been better xp than questing, with the exception of at launch where you have to fight for tags/zones are flooded, then it MIGHT be closer to even.
It was from 58-70 in SP then SL because the mobs would be green to the booster, but it's harder to balance around normal groups while not changing how things work. In Forever, all they would have to do is put a mob in each pack to silence, or really however they saw fit to break the boosting aspect of that dungeon and not harming the normal group exp. Instead, we get gutted mob xp.
Im good with it being lower compared than questing, just not 25% of what it used to be. Sometimes I just wanna play as a healer or a tank and level up with my role in a dungeon even if its not super efficient.
Questing was more efficient, speed runners were questing not dungeoning. People though dungeoning was the fastest because of boosting via dungeons, but dungeons are used for boosting because afk
Yeah, you can Google the fastest lvl 60 times in classic they were all AoE mob grinds (mostly non-dungeon) and quest runs. Dungeon spam was fast for normal people, because normal people don't know or want to do those starts.
When dungeons gave full xp I still quested to explore the world. Then I made tank and healer characters and leveled in dungeons because I'd already explored the world and I wanted to experience tank/heal playstyle.
Removing dungeons as a feasible way to level just hurts replayability and narrows the scope of experiences available during leveling.
People are also dumb because it has never and never will be the best xp per hour unless you play with a consistent group of 5. If you have to sit in queue and find people and get out there and the tank rage quits, etc. you will never get good xp
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u/dkcraftbbq 7h ago
Yo, why is this such a hard concept for people. We want to run dungeons multiple times for a number of reasons. Loot, fun, and xp. If you remove xp from that equation, you get a lot less people running the dungeons which makes it harder to find groups even if you only wanted to run for loot and fun. It a pretty simple concept and there are tons of other ways to nerf powerleveling that don't ruin a huge part of the experience for those of us who like to dungeon grind.