Increase Mob XP in Dungeons

Give us a reason to run dungeons again. some times you just want to chill with the bros.

25 Likes

Are you trolls ever getting tired?

I literally see these kind of answers to every post. If you got nothing to add, don’t add anything.

13 Likes

I don’t get it, why they are forcing people to exp trough questing, when they don’t want to. Dungeon exping was fine for 20 years.

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Also a wild thing that it somehow hurts your experience that someone wants to play it differently than you.

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And repeatedly making topics again and again over dungeon exp after the Devs on 3 different interviews have said they won’t go back on the decision is not doing the same thing?.

Spamming the topic isn’t adding anything

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Exp in dungeins are now matching leveling speed by doing quests. So you have no right to compliain about it.

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Hurts my experience? Never said it did lol. Confused where you pulled that from. The Devs decided it goes against the four pillars their designing the game with not myself.

This argument is a fallacy at best and ultimately what led to retail, because there will always be someone who wants what you want +1.

On the idealology of “you can ignore it, not use and enjoy the game as it is”

Why not add auto Dungeon Queue? You can refuse to engage with it and make premades “it doesn’t hurt your experience someone else doing it”

Why not add flying mounts to pve ruleset, you can refuse to engage and run on foot to have your atmosphere? It doesn’t hurt you someone else doing it.

The truth is nothing, hurts your experience if you refuse to engage with it. Mythic+, raid difficulties, delves, fast level routes, selling level boosts all do not affect you as someone who doesn’t engage with it.

But it will change the world around you and how interactions work within the society built within your server, and that will hurt you.

4 Likes

Absolutely not, exp in dungeons is like 20% of amount achievable by questing or even griding normal mobs.

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tell the bros dungeon xp is fine.no change needed.

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Dungeon xp is fine if you pay for our healing duties :slight_smile:

No it was tested and proven equal, the issue is it’s proven equal under a optimised group continuously spamming back to back runs.

Not PuGs doing 1 dungeon, getting a new group.and running another on repeat

Ofcourse the statistics likely also includes swapping dungeons at each break point and doing all the quests along side grinding.

It’s a fallacy and can’t be that great overall but before we ask why did the fastest runners not use dungeons to grind then, it’s because layers on launch were bugged and abusable to speed up the process.

That’s the major issue, due to the nature of dungeons, to make them equal they basically have to be ahead of quests.

The level difference through grind is completely different speeds based on if your tank / healing, If your DPS and if you have a premade.

So you end up with a system where premades / boosters remove the levelling process, for a game which is solely built for its levelling process.

I.E most people hit 60 and quit permanently because there’s no reason to engage with the game in natural settings.

Their developing a game which is only ever gonna add more quests and more raids. For 90% of the playerbase the levelling process is the only thing to do, and your wondering why their developing specifically for open world players?

The fact of the matter is, if you give back the dungeon exp the dungeons lock out returns, which in the longer schemes of things are far worse.

They tried 4 x over to make the game with free access, but it was always first run through was great, boosting overtook, tanks and healers died out to a point people were paying them to do their dungeons, people moan on the forums there’s no point doing anything and the game fizzles out.

People will always do what causes the least resistance even if it kills the game for themselves, supporting dungeon grinding is the fastest way to kill the game, because the same people who demand it are the same ones who burn out 3 months later after destroying the game for the ones who tend to remain

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Not quite correct. People would fish if its optimal that is true. But no reason they would quit. I’m grinding over 24 hours on rando mobs that aren’t tied to quests. I hate every second of it. It’s disgustingly degenerate tedious boring infuriating and I would punch aggrend in the face if he stood in front of me. But I would like to keep playing. Not gonna lie all this overcrowded clownfiesta is also making me think about my choices.

Great launch biggest ever, well show the damn numbers of people this weekend. Biggest drop off in history I’d imagine.

This is not fun gameplay. But we are addicts and just bend over and take it no matter how degenerate it gets.

Dungeons would need a whoping 191% HUNDRED NINETY ONE PERCENT buff in order to be 70% of original values. That’s how bad this nerf is. It’s rtarded. Surely that 20% buff was a clerical mistake and they forgot to add a zero at the end

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1,5 hour BFD full run gives you 4 bars at lvl 25. You can do the same by killing normal mobs under Taurajo in 15 minutes.

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If they want to disincentivize dungeon spam, they should buff XP and introduce a 1 day cooldown up to lvl 59 like in Hardcore.

The current XP rates strongly encourage you to skip as many packs as possible. Every time you have to kill a mob, you feel like you are wasting time. This does not feel very good

2 Likes

This was a disastrous decision: nerfing dungeon XP while encouraging solo dungeon runs. It essentially destroys groups of friends playing together.

Maybe their server technology couldn’t handle having too many dungeons running simultaneously. That’s the only explanation I can think of. The decision is so stupid that I honestly can’t see any other possible reason behind it.

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The worst thing is they’re forcing everyone to level in the open world, but layers are so utterly overcrowded you’re forced to compete for mob tags on literally every single quest there is.

The dungeon change also made it so the very same groups who would be spamming dungeons are instead questing as 5 man groups tagging up everything and possibly locking the same areas from other faction, making it worse for everyone else.

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To add salt to the wounds, some dungeons quests require more than 1 dungeon to do. Then you get people leaving mid dungeon after they’ve done their quests. For example the bandana quest in Stockades, and the quests in the Dalaran dungeon. It literally encourages toxic behaviour.

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yes please, was helping my guildmates in some dungeons i already had the quests and it was just a bad feeling. Absolute unfun for no reason. There are so many better fixes for dung boosting.

SM is a good example of how the current system works against running dungeons.

What if you don’t have ‘bro’s’?