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.
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.
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