@Texas_D11 It’s roughing the passer not roughing the QB. One could argue it was also targeting, too. Forceable contact to the head of a defenseless player.
@AggrendWoW I understand the goal behind the dungeon XP nerf, but I think it actually works against the goal of encouraging player interaction.
Most outdoor leveling is inherently solo. You occasionally group to avoid competing for mobs or complete a group quest, but those groups are usually temporary and often disband minutes later.
Dungeons are the opposite. They require 5 players to cooperate for an extended period of time. That's where conversations happen, friendships form, guild invites happen, and players actually get to know each other.
If boosting is the problem, there's a much more targeted solution:
If someone in the group is too high-level to receive XP from the mob being killed, nobody in the group receives XP from that mob.
EverQuest has used this basic approach for decades.
That kills traditional high-level boosting without punishing 5 appropriately leveled players who simply enjoy running dungeons together.
I'd much rather see full dungeon mob XP restored for level-appropriate groups and boosting addressed directly instead of discouraging one of the most social leveling activities in WoW.