WoW: Forever has a Dungeon problem and it has nothing to do with the newly released dungeons.
The all around "flow" of WoW: Classic and a players ability to level up from both open-world quests and also dungeons is a delicate balance that's been thrown into disarray due to reduced experience thresholds from completing dungeons.
Dungeon XP was reduced to 40% of WoW: Classic's original XP amount at launch and was recently increased by 50% to a total of 60% of the original maximum. Which from my understanding was done to encourage players to focus towards open-world quest completion. And in the case of my personal playthrough, it worked.
In my opinion I don't get the same feeling from completing 3-4 run's of a specific dungeon as I used to and its because it feels like a waste of time compared to questing. Which doesn't come across as a good thing personally, especially since dungeons operate on personal instances that allow a party to escape open-world competition from other players.
Dungeon loot is better than open-world loot in most cases and grinding out specific gear feels hindered due to lessoned level progression which slows overall progress to max level making the choice between a certain piece of gear or reaching that next level two completely different avenues of thought for character progression in my opinion.
Dungeon grinding is an alternative for getting to level 60 for some players, specificly classes that cannot farm open-world mobs in the same manner as others and or for players that just do not enjoy the alternative which is quest grinding. Specific roles, like tanks for example (which is all I play), in my opinion have a more pleasurable experience grinding dungeons rather than quests due to the party aspect that adds a healer and damage dealers (DPS) to the equation that tanks often lack in the open-world.
And most importantly, there are people who enjoy quests more than dungeons, and on the opposite end there are people who enjoy dungeons more than quests. Why not cater to both?
With so many good additions to the game in Forever that take the best of both worlds from Retail and Classic, I'd say this is something that needs to be further corrected and steered closer to Classic.
BLIZZARD IS BUTCHERING ONE OF THE BEST PARTS OF CLASSIC WOW AND EXPECTS PLAYERS TO JUST ACCEPT IT.
Dungeon mobs are STILL giving only 60% of the XP they gave in Classic WoW.
SIXTY. PERCENT.
And apparently Blizzard thinks this is perfectly fine.
I just spent an HOUR clearing Blackfathom Deeps for roughly 7,000 XP. How is that acceptable?
And it's only going to get WORSE at higher levels when the XP requirements become significantly larger.
Imagine spending over an hour putting together a group, traveling to a dungeon, clearing trash, killing bosses, and walking away with practically NOTHING in experience.
Dungeons are supposed to be one of the best parts of Classic WoW. Instead, Blizzard is actively discouraging people from running them more than once.
Nobody is asking for instant level 60. We're asking for our TIME to be respected.
RESTORE CLASSIC DUNGEON XP TO 100%.
@AggrendWoW@wowclassicdevs@Warcraft@Blizzard_Ent
How many players actually think 60% dungeon XP is acceptable? Because this is ridiculous.
Look I dont like waiting in stealth by a quest objective waiting on other players to get combat with the mob so i can steal the quest objective while they stuck in combat. But this is the game we play. so much for team work in wow forever
Ne gerek var dungeon yapıp sosyalleşmeye?? Görevden göreve single player modda takıl işte veya 5 kişi aoe mob farmlayarak 60 olma keyfi mmmmhhh mis gibi classic
say what you will about dungeon xp but making kill quests that require multiple runs to finish is kinda weird if you don't want us farming these places
Given how few xp dungeon mobs were giving on forever launch Im quite sure if the blizz devs responsible could get away with using tactical nukes on anyone who dared enter a dungeon, they would.
Blizzard has confirmed that dungeon experience in WoW: Forever is now 60% of Classic era values, and that they feel the adjustment is working well.
#Forever#Warcraft
https://t.co/J2a5LLXJlv
This last week I've seen so many clueless opinions about what retail is and what should happen to it
Retail diverged from being an MMORPG into what I would say is both a 'social pve challenge game' and a 'collection game'
Why? Because it's not possible to keep a MMORPG alive after 22 years. Over enough time, everything will be solved, a correct way to play the game will develop, and the campaign will become so long and convoluted that it is impossible to catch up without story skips.
Eventually the endgame becomes the default state to play the game in, and updates must focus on the endgame so as to retain dedicated players. Power creep and 'qol' is impossible to avoid and I can't think of any game that has ever successfully done patches making it slower. The 'RPG' part ends up getting pushed out.
You can see it now with the current state of retail patches, where every grind they add receives heavy pushback (eg. AP, or more recently venomstones). There are only so many ways to repackage grinds before they are just considered chores. The current season took a step towards more meaningful gear and it backfired.
Retail being alive after 22 years is actually a testament to what went right, being able to consistently organize groups of 20 people for challenging content is something that's not present in any other game, FFXIV is the only other popular game that's moderately similar and its groups are only 8 man.
But anyone who was playing wow because it was an MMORPG would feel disenfranchised as a result of all this, so that's the hole that Forever is trying to fill (and it seems to be successful so far). I doubt Forever will have a real long-term impact on the Retail playerbase.
I've seen so many of these posts from people who probably don't even play wow suggesting they abandon or sunset Retail for Forever when the games are basically different genres. It's almost like saying they should abandon Overwatch to work on Forever
(ofc retail is not perfect, there are a lot of criticisms to be had, but these people are just crazy)
206-885-7529 This number is stuck in my head and i couldnt recall what it was, then it hit me. Do you guys remember before we had google, you could call the nintendo hotline if you were stuck on a level. Good times, I feel old
Some of you within our community are simply performative for the sake of Twitter likes/follows. You do your causes and their communities a fucking disservice.
You do nothing but give bigotry further reach.
Hot take: WoW Forever leveling is EASIER than vanilla ever was.
Campfire buffs. XP sleeping bags. Rested XP tents. Group-friendly camps everywhere.
The slow pace is the point. It's what made vanilla special. They kept the journey and gave you better boots for it.
Stop complaining. Go sit by a fire.
WoW Classic Forever has a MASSIVE dungeon XP problem, and Blizzard needs to address it immediately.
I just spent an ENTIRE HOUR running Blackfathom Deeps, and you want to know how much XP I walked away with?
7,000 XP. SEVEN THOUSAND.
We're talking roughly 45 XP PER MOB.
How is this acceptable? You spend an hour putting together a group, traveling to the dungeon, clearing trash, killing bosses, and you're rewarded with practically NOTHING.
Dungeons are supposed to be one of the most rewarding parts of Classic WoW. They're supposed to encourage people to group up, socialize, and actually play together.
Instead, Blizzard has made dungeon grinding feel like an absolute waste of time.
RESTORE DUNGEON XP TO 100% OF CLASSIC ERA VALUES.
Stop punishing players for grouping up. Stop making dungeons feel pointless.
If Blizzard doesn't address this immediately, people are going to stop running dungeons altogether.
This needs to be fixed NOW before it seriously damages the game.
Wow forever not only needs shared quest item drops and pickups for groups it also needs to allow you to play across ruleset with your friends on same faction.
Classic wow is very anti social by design this isn’t 2006 anymore and you’re all retarded for holding onto outdated ideas that make the game worse.
Retail isn’t the frictionless casual game people pretend it is. Crest caps, vault RNG, seasonal resets, rerolling because Blizzard buffed a tier set, m+ pulls with more mechanics than all of Molten Core
Classic’s appeal is simplicity and freedom. Respec costs do not add to that
I’m really enjoying Forever, but quest drops make leveling with friends feel punishing. In an MMO, playing with friends should feel rewarding, not like you’re slowing each other down.
As a reminder you really truly do not need to be in a tank or healer spec to tank or heal a dungeon. I promise. If you’re questing as enhance, ret, feral, fury, etc you can easily heal/tank a leveling dungeon.