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.

1.5k Upvotes

1.6k comments sorted by

View all comments

•

u/Anesthetize85 4h ago

That guy here who suggested an xp debuff for repeated runs in a row nailed it imo. 

•

u/OneOverXII 3h ago

Yup.  Thats a solution that nicely addresses a lot of edge cases.  The implementation might be more complicated idk how they’re handling disparate exp and dungeon id tracking 

•

u/Aria_A_Fox 2h ago

It could be maybe that you get a debuff when you leave any dungeon that reduces xp gained while instanced by x% and lasts y duration and continues to stack until it falls off. Biggest issue i see is maybe that people enter early(something like Scarlet monestary, so you avoid getting whacked by mobs while waiting outside) and some might need to step out and get repairs or summon someone. on the other hand, it would encourage people being prepared and close to the dungeon already before entering.

•

u/OneOverXII 2h ago edited 2h ago

Not a bad suggestion.

It'd have to be tied to any participation rather than completion or people would just farm trash for 12 minutes and then reset so they stay in the 5 IDs/hr req. Unfortunate for the specific cases you've described but it'd be too easy to abuse otherwise.

Edit: Hmm that gave me a thought -> "dungeon exp" could be like rested exp, where you have a set amount accrued via exp earned outside of dungeons and it gets consumed by killing dungeon mobs until it runs out.

Would need to be non-dungeon exp based or you could just find ways to stay logged in in an inn to double up on rested/dungeon exp accrual. Tying it to non-dungeon exp ensures the desire by design to push players to mostly level outside of the world while still incentivizing infrequent dungeon runners to actually clear trash vs skip everything they can.