non-issue. As long as boosting was removed, only 5% of players if that are really gonna level exclusively dungeon grinding. The other 95% of people would do a healthy mix of both. Not now tho, its run it 0-2 times and thats it. Running to dungeons and talking about them is way more social than collecting bear asses too. I cant wait for the social aspect of cold inviting someone to a quest getting declined bc they have instant ranged tag spells and I dont.
It's the opposite of retail design philosophy. They want to make the world matter like it did in 2004-2006, and not make the same mistakes that turned it into a dungeon grinding/treadmill game the first time around. They have specifically said they want to fix mistakes they made in the past. Dungeon grinding is one of those mistakes they want to fix.
You... You do know we were dungeon spamming then too right? And that questing was still better xp rate, it was just more fun for some people to dungeon spam?
This doesn't fix any past mistake, because they themselves said dungeon running wasn't a mistake. The people who want to experience the world, still can.
A very tiny minority of players in 2004/2005 were dungeon grinding to 60, but nice attempt. No one I knew personally ever dungeon grinded to 60, and I never heard discussions about it in any guild, nor did I ever see advertisements for "spell cleave" groups in LFG.
The dungeon grinding mindset comes from years later in the game design, particularly once WotLK introduced to dungeon finder tool. Before that, virtually no one was grinding dungeons for exp. You could argue that it existed in TBC with things like Slave Pens runs, but those didn't start happening for more than likely a single digit % of the playerbase until partway into the life of TBC.
Just because you did not experience it, does not mean it didn't happen, that's anecdotal.
I happened to be part of a cleave group that did dungeons for XP, especially after level 45. It was how we had fun, even though quests were not only faster xp, but the intended method.
Nerfing this does not affect cleave groups at all, they'll just go quest. This affects everyone else trying to get a dungeon group, because no one will be incentivized to run a dungeon more than once.
If efficiency is the only thing incentivizing you to run a dungeon, I do not want to group with you in game, so it sounds like this is a win-win to me. People looking for dungeon groups will be more likely to be normal players who aren't obsessed with efficiency and minmaxing.
If running dungeons as a cleave group is how you have fun, you can still do that! If not, it's very clear that the main reason you *actually* enjoy cleave groups is because of efficiency, not because you actually enjoy running dungeons in a cleave group, because the only thing stopping you from doing it now is yourself. You have decided it's not efficient enough, so you have zero desire to actually "enjoy" them anymore. Funny how that works.
I'm a healer btw. I'll be doing dungeons more than once, directly BECAUSE of the nerfs. At the start of beta, I had decided to do ZERO dungeons on my way to 60, because they gave FAR too much exp pre-nerf, and it completely fucked up the flow of leveling. Now I'll be able to do some dungeons once, and grind them for loot and fun with friends, without totally fucking up my questlog and turning it all grey.
Well, if you want to get to 60 quickly, the devs have stated their design goals. They want you to level through questing, because that's how the game was designed in 2004.
Do you often say that developers are forcing you to play a certain way, because of the way they want to design their game experience?
"Man, I really like Counter Strike, but I REALLY want to be able to just use melee attacks, but the developers are FORCING me to use guns, it's such bullshit."
Do you hear how stupid an argument this sounds? No one is forcing you to do anything. If you want to grind dungeons, then grind them. You can 100% still do that if that's the most fun way for you to level. How fast you get to the end of the game should have no bearing on how fun it is, just like any other game you've ever played.
Imagine playing The Witcher 3, and complaining because the game takes too long. Like "man, The Witcher 3 is one of the best games I've ever played, but I really wish I could stop playing it sooner, it takes too long to finish it, the devs need to let us get to the end of the game faster, this is bullshit."
It's not like they've made dungeon grinding a reportable offense that can get you banned. It's still right there if that's what you prefer doing. If you run a dungeon 3 times, you're still getting more exp than you would have running it 3 times in Vanilla, because the quest exp is inflated for the first run. That is your extra exp from mobs you would've killed in the 2nd and 3rd runs.
•
u/rcanhestro 4h ago
the argument is simple: the devs don't want players to live in dungeons.
they want dungeons to be the "climax" of an area, not the entire reason to be there.