WoW Forever Players Can’t Agree on Blizzard’s New Dungeon XP Nerfs

WoW Forever’s latest Beta update has sparked another debate amongst the community, with players split over whether the new dungeon XP nerfs are a step in the right direction. 

The update on 2nd October reduced the bonus experience awarded by dungeon quests by 50%. In the patch notes, Blizzard say that the change comes after feedback on levelling speed. 


  • Developers’ notes: We appreciate the feedback on leveling speed as we continue ongoing discussions about the Beta. As part of those discussions, we’ve decided to reduce the amount of XP granted from dungeon quests with this release. Certain quest rewards have also been recalibrated.
  • Dungeon quests now reward 50% less extra experience beyond normal quest values

Dungeons: To Spam or not to Spam 

Dungeon quests have historically provided such huge XP rewards that spam running them became one of the most efficient ways to level—alongside offering a great way to gear. 

Some players are therefore happy to see Blizzard have pulled things back. The general sentiment is that dungeons shouldn’t completely replace questing. WoW Forever is adding new zones, over 1000 new quests, and other open-world content—and players want those areas to actually feel populated. 

The problem is that Blizzard has already reduced the XP gained from killing dungeon mobs. Now that the bonus XP from dungeon quests has also been cut, along with gear rewards from dungeon quests being nerfed from blue to green, many players feel the pendulum has swung too far in the other direction.

Why Run Dungeons?

Discussions across social media have left players wondering: “What is the point of going to a dungeon at this point.” While many agree with wanting to stop the dungeon spam, the combined XP reductions and quest gear nerfs can make a second dungeon run feel like a waste of time. There are also many reports of groups wanting to skip optional bosses/mob packs as the reward does not outweigh the time spent. 

This could also affect how easy it is to find healers and tanks, if the XP incentive to keep running dungeons is not there. As pointed out by u/Every_Habit6008 on Reddit, healers especially “rely on dungeons as a reliable way to level“, as levelling through questing as a healer is considerably less efficient. So, should players be penalised for running dungeons multiple times if that is what they want to do?

The Middle Ground

Efficiency of levelling is a conversation constantly being talked about with WoW Forever. Blizzard have stated that Forever is about the journey, hence we cannot expect them to design the levelling process around the efficiency we’re used to with Retail WoW. 

That being said, there are a few options players have suggested that could keep everyone happy. One suggested reinstating normal dungeon XP, but then implementing a “dungeon hangover” debuff to prevent spamming. Diminishing returns have also been suggested, with XP being cut for subsequent runs. 

The argument is strong for both sides, and of course, this is only Beta. Things will change and change again before the official launch in November. What is your opinion? Are you in favor of the dungeon nerfs, or would you rather spam to your heart’s content? Blizzard will be listening, so join the conversation!


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