// KOTAKU — GAMING
WoW: Forever’s Dungeon EXP Nerf Is Shaping Up To Be A Disaster For Dungeon Lovers
The launch of World of Warcraft: Forever is mostly going smoothly, but as players start to reach higher levels and get out of their starting zones, many are discovering a pretty serious problem: dungeons are turning out to be a massive waste of time.
Boss xp is the same as mob xp byu/StoicGigs inclassicwow
Now, that doesn’t sound right at all, does it? Dungeons are one of the staples of World of Warcraft. It’s usually the first group content anyone does. And in WoW: Forever, with nine new dungeons added, you’d think we’d all be dungeoning our hearts out. But thanks to some massive changes to how dungeon experience points are awarded, a whole lot of players are forgoing dungeons entirely in favor of open-world questing, because the time and effort they’re putting into dungeons isn’t being adequately rewarded with money, gear, or level progress.
Dungeons feel horrible byu/Doingmythang11 inclassicwow
Initially, when Forever went into beta, noticeable changes had been made to the original Classic dungeon experience. Experience from dungeon mobs had been lowered, while experience from dungeon quests had been increased. The idea seemed to be to encourage people to run dungeons once or twice to complete story quests and get gear, but to discourage people from spamming the same dungeon over and over to level quickly. That made some sense, but it quickly became apparent that questing EXP was overtuned, and people were speeding through the level-up experience just by focusing on dungeon quests. So another change was made in October, a simple but major nerf to all dungeon questing experience. That left dungeons in a situation where basically all EXP gains from them had dropped meaningfully from where everyone remembers them being in the original version of the game.
I get twice the xp killing an open world mob 5 levels below me than killing a dungeon mob 1 level below me byu/Add_xyz_torealvendor inclassicwow
This is…kind of a big problem! As many players are reporting, this nerfs dungeons to the point where doing them is just a time suck with no real reward. Even if you’re not trying to speedrun leveling through dungeons and just want to do them normally as you reach them in the story, the amount of time it takes to form a group, get them out there, and work through the dungeon is disproportionate to the reward, which at this point is a handful of EXP and maybe a piece of gear. It also makes certain other issues feel even more painful, such as the need to sometimes run a dungeon multiple times to complete a quest, as this person points out:
What was the point of making dungeon kills give no experience if you weren't going to address the multiple quests in Wailing Caverns that are impossible to complete for everyone in the group? byu/yojimbofog inclassicwow
It’s also seemingly impacting how people run dungeons, when they actually do:
Dungeons are miserable because all everyone cares about is rushing quests byu/SnakeBaboonKing inclassicwow