r/classicwow • • 4h ago

Forever Beta Feedback Dungeon XP Nerfs Created a Toxic Meta

Since dungeon monsters do not give any experience, as a new player, getting into dungeons with more veteran players who try to skip half the dungeon feels really bad. And, vice-versa, veterans taking in newbies who don't know how to jump around feels frustrating. I think Blizzard created a mess with nerfing dungeon exp so much and now the new player experience is horrible for dungeons.

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u/nacholibre711 4h ago

Really shortsighted and frankly bad solution. I agree we needed to nerf dungeon spamming, but there were so many better ways to go about it.

Dungeon quest speed runs aren't fun, dungeons are fun.

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u/Mjolnoggy 4h ago edited 3h ago

>I agree we needed to nerf dungeon spamming

Dungeon spamming was on average less XP than purely questing, it was just convenient.

In truth, this was a change to try to combat dungeon boosters, but they arguably made it easier as it no longer requires a mage, just a semi-juiced 60 to do dungeon quest runs, and it also introduced a host of other issues and degenerate gameplay that wasn't present before.

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u/GreedyBeedy 4h ago

Its not even convenience.

Its fun to slaughter the dungeons with your boys in disc. Instead of waiting for everyone to just be in the same open world quests all the time.

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u/Mjolnoggy 3h ago

I am a part of that camp, I love running dungeons with the boys, but the vast majority did it out of convenience than anything else.

I will say that it does suck to have something you enjoy get shit on due to the small percentage of degenerates that dungeon boosted.

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u/GreedyBeedy 3h ago

It is convenient.

Because it was designed that way. Its an mmo. As it should be.

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u/Nessarra 1h ago

playing together makes things easier

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u/GreedyBeedy 38m ago

As it should be

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u/Kind_Reaction_8463 3h ago

yep, impossible to be on the same quests unless you are hitting a new zone together. so usually you group with friends to bang out dungeons and then go your separate ways back to questing

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u/Charlotta23 2h ago

eh too bad. They're doing something different this go around.

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u/D119 4h ago

Yeah but at the end of the day is it worth to lose dungeons to fight boosting? Personally boosting doesn't affect my gameplay at all, not as much as losing the ability to run dungeons multiple times, which makes my gameplay miserable because I loved dungeons.

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u/Mjolnoggy 3h ago

I personally don't think it is, but now we're here and I doubt Blizz will backtrack on this.

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u/Nac_Lac 3h ago

Boosting does impact your gameplay.

New account starts in 6 months or a year, looks at level 60 and wants to get there fast. They can't afford booster rates so they swipe.

Boosting encourages RMT.

And remember that dungeons are still able to be re-run. Personally, I love being able to run dungeons multiple times and not level dramatically. I have other people I will be leveling with and not being able to run dungeons while they are offline means I'm forced to alt or outlevel them which lessens that experience.

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u/D119 2h ago

It does not, lol, why should I care somebody starts already at 60 because of boosters, he's not gonna make my raid harder or my pvp more competitive. We can debate about the morality of doing so and I'm all in for having them all banned, but it doesn't outweigh the pain of not receiving exp in dungeons, especially since I prefer them over solo questing (as a healer, and as a tank).

I give you another extreme example to prove you it is a stupid solution: we all hate gold buyers, since they keep on inserting gold into the economy and inflate prices let's just delete the auction house so they can't screw the economy anymore. Some would riot, other would respond "but you can still farm shit yourself", that's how people sound when they bring the fun or the loot counterargument up.

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u/Nac_Lac 1h ago

Boosters inflate the economy and lead to swiping. To afford the gold to sell to the players, sellers will create massive bot farms. These bot farms drive up prices across the board, making your consumes more expensive and require you to farm more to afford your weekly pvp and raiding.

Gold farmers are often the ones doing the boosting, as it provided a feedback loop for them. And some can just have real money paid for their services instead.

This isn't an extreme scenario to nerf dungeon XP into the ground.

Can Blizzard adjust the XP nerf to a better level that could allow more player enjoyment of dungeons, certainly. I'm not going to be the one to decide that. All I can say is that the nerf was needed and that it will have an impact for the better on the world.

Or you can keep spending hundreds of gold a week at 60 to afford consumes. Which requires you to farm for hours or more, as a tank, as a healer.

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u/D119 1h ago

People will buy gold regardless of boosts or GDKP, people swipe because they don't want to farm in general, and you can't do much to solve that. I assure you that once the game will launch it'll be filled with sellers regardless of the dungeon nerf or the GDKP ban. They don't give a shit and will find another way, in the meantime we have our game ruined.

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u/Nac_Lac 17m ago

People didn't buy gold to the same volume in Vanilla.

Heavy enforcement will make buying gold a massive taboo. When no one is willing to risk accounts for buying, then the need to buy drops hard. We will see fewer bots and cheaper consumes.

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u/thefluffywang 2h ago

The dungeons and its loot will still be there bud, nothing is being lost except metagamers and RMTers minds.

It’s World of Warcraft, not Dungeons of Warcraft

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u/Chronic_Knick 4h ago

Nah I don’t think so. Dungeon spamming with an ideal AoE comp is faster than questing imo

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u/Mjolnoggy 3h ago

At some level intervals, sure. SM was extremely XP efficient for example, same with Maraudon, but then you have other dungeons that's more just walking around for extended periods of time.