Common complaint and misconception: "Dungeon mobs don't give enough xp"
Common complaint and misconception: "Its going to be impossible to find tanks/healers if they don't need to run a dungeon more than once."
Common complaint and misconception: "Blizzard is forcing us to level in the overworld to build communities."
Consider the following scenarios.
Classic 2019 Launch: I am level 18 and I want to run Deadmines for xp and gear this evening. I have a few hours to play. It's the shortly after release so there are plenty of players in LFG for this dungeon. I have all the quests ready to go. I run DM 3 times. Between runs it only takes about 10 minutes to form a group and another 8 to get everyone in the dungeon and ready to start. The dungeons take about 35 minutes each. My total time is 2.65 hours. I gained 2.5 levels and I got 4 blues out of my 3 runs. Also, I'm now in all greens and blues.
Classic 2019 12 months post-launch (We're assuming the xp nerf for having a high level party member is in place): Im level 18 and I want to run Deadmines for xp and gear this evening. I have a few hours to play. There aren't many players forming groups right now so I asked a friend (or I paid a booster) to run me through the dungeon. I have all the quests ready to go. I run DM 3 times. The dungeons take about 20 minutes each. My total time is 1 hour. My mob xp was severely reduced, but with the quests i was able to clear 1.5 levels and I got 4 blues out of my 3 runs. Also, I'm now in all greens and blues.
Forever 2026 Launch: I am level 18 and I want to run Deadmines for xp and gear this evening. I have a few hours to play. It's the shortly after release so there are plenty of players in LFG for this dungeon. I have all the quests ready to go. I run DM 3 times because I saw new items drop off trash mobs, I want more of the gear because I think it looks cool, I want more gear to help me when I go to WC and SFK, and because a friend asked me to help me run it so they could catch up for our WC run. Between runs it only takes about 10 minutes to form a group and another 8 to get everyone in the dungeon and ready to start. The dungeons take about 35 minutes each. My total time is 2.65 hours. I gained 2.5 levels and I got 4 blues out of my 3 runs. Also, I'm now in all greens and blues.
Forever 2026 12 months post launch: I am level 18 and I want to run Deadmines for xp and gear this evening. I have a few hours to play. Finding a group is kind of slow, so I asked a friend (or paid a booster) to run me through on their 60. I have all the quests ready to go. I run DM 3 times because the gear looks cool and it doesn't take long to run so my friend doesn't mind. The dungeons take about 2p minutes each. My total time is 1 hour. I gained 2.5 levels and I got 4 blues out of my 3 runs. Also, I'm now in all greens and blues.
In the new system, you gained the same amount of experience and gear in the same amount of time and suffer no penalty if you have a friend help you on a high level character once groups become more scarce. There were valid reasons to run it multiple times based on my priorities.
Now, let's consider a scenario where we want to level quickly. This remains valid at all points.
Acquire dungeon quests and advance chains to their dungeon component (+xp)
Run the dungeon and complete all quests (+ major xp and gear)
I've gained 2.5 levels and I am now in range to repeat the cycle for the next dungeon. And it took less than 1.5 hours.
In this beta, we've seen each round of this cycle grant between 2 and 3 levels, assuming that continues, dungeon revelers are eating GOOD.
HoT/RFC 14->16
RoL 16->18
DM 18->20
WC 20->22
SFK 22->24
Excavation Site 24->26
BFD 26->28
Stocks 28->30
Gnomer/RFK/Dalaran 30->34
SM GY / SM Lib 34->36
Armory/Cath/Drowned City 36->40
RFD 40->42
Krol'dok 42->44
Mara Purp/Orange/ZF 44->46
Mara Princess 46-> 47
*Here's the slog* 47->50
Alcaz Prison 50->52
Sunken Temple 52->54
DM East/ DM West / LBRS / BRD 54->58
Blackmaw Hold & endgame dungeons 58->60
This will be extremely fast leveling, it will be varied, engaging, with small stretches of overworld questing to pick up chains. Far more fun than doing the same dungeons over and over again to reach the same goal more slowly.
Then, let's talk boosters.
Boosters can be a driving force behind ruining an economy, but the current system cant sustain them at volume. As projected, you're ballparking 18 dungeon runs to complete the path above. In anni/classic, you were paying for dozens of runs if you wanted to boost the entire way. If you're unable to make friends and you have to rely on boosters, you'll only be adding a fraction of the demand the market had before.
They'll still exist, but the environment won't sustain a large population of boosters outside of major leveling booms (new races/new classes) which die out after just a few weeks.
So, no, dungeon mobs xp does not need a boost as long as prequests, current mob xp, and dungeon quests continue to give ~2.5 levels each.
There currently exist plenty of incentive to repeat a dungeon l, especially if you are a tank looking to tank the next tier of dungeon. Gear upgrades are critical for tanks, moreso than any other role in leveling dungeons. Also, dungeons are fun, we help the homies, there are new drops, and whether youre using transmog or not, cool gear looks cool.
And finally, dungeon leveling is completely viable and in the most fun state it's ever been.
DC out. Ty for reading my Ted talk.