Dungeon XP – Why are we being punished for enjoying group content?

I’m an overly addicted healer who’s been playing WoW since the original TBC. I fell in love with healing back in Ulduar during WotLK, and since then I’ve played pretty much every healer class going, not just in WoW but in every MMORPG I’ve touched. It’s probably an unhealthy obsession at this point.

But that’s how I enjoy these games.

I love joining a group, keeping everyone alive, being challenged and actually feeling rewarded for it. It’s a huge dopamine hit for me. It’s also how I decompress. I get to escape into Azeroth for a few hours and enjoy the game the way I want to play it.

Apparently, the Forever devs have decided I should enjoy questing instead.

I understand wanting to bring the community together and encourage people to explore the world. That’s great in theory, but you can’t force community interaction. People will naturally gravitate towards how they enjoy playing. And realistically, how many people are going to stick together as a full group, running around Azeroth questing all the way to 60?

Levelling as a resto druid right now is an absolute slog. I’ve genuinely started feeling disheartened about logging in because I’m being pushed into playing a way I simply don’t enjoy.

36 XP per mob in a dungeon. Thirty-six.

It’s pitiful.

And is it really any surprise there’s a lack of healers? There’s barely any incentive to run a dungeon more than once. Meanwhile, anyone wanting to level as a dedicated healer is essentially griefing themselves because our damage output is abysmal compared to actual DPS specs.

I don’t want to spend hours painfully killing things out in the open world. I want to heal. That’s literally why I rolled a healer.

And don’t even get me started on the dungeon sign-up system. You list yourself and within ten seconds you’ve got 15 invites and whispers flying at you. Clearly there’s demand for healers and group content, yet the actual rewards make repeatedly running dungeons feel like a complete waste of time.

I understand the concerns about spellcleave groups abusing dungeon XP, but surely there’s a better solution than making dungeon levelling miserable for everyone else?

Even something like 100 XP per mob would be a massive improvement. Alternatively, give bosses a substantial chunk of XP. That way you’re rewarding groups for actually completing the dungeon rather than endlessly farming trash mobs.

I’m not asking for dungeon levelling to be the fastest or easiest way to reach 60. I’m asking for it to be a worthwhile way to level.

If the goal is to encourage community interaction, why are we removing the incentive to participate in one of the most social parts of the game?

I genuinely think gutting dungeon XP was an extremely poor decision, and I know I’m far from the only person frustrated by it.

Give people a choice. Let questers quest, let dungeon runners run dungeons, and let us obsessive healers enjoy keeping you idiots alive.

At this rate I’ll be waiting for WoD, and considering I thought WoD was utter garbage, that really is saying something.

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You are not allowed to do it because then RP Andys cant see you in the “overworld” and therefore feel alone.

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Clearly we’ve misunderstood the vision. We’re not here to enjoy the game, we’re here to provide background scenery for Andy’s immersive Azeroth experience.

Next patch: mandatory waving at strangers for 50 XP. Dungeon XP remains unchanged. xD

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Nobody has taken these choices from you. Just because it’s not as effective as it was before doesn’t mean that it’s bad.

If you really enjoy the process so much as you claim in your post and not the “effectiveness” then the changes won’t bother you.

“if you like your job - go do it for free”

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False analogy, it’s a game, a hobby, not the job. Nobody forces you to play it in exchange for salary.

Enjoying something and wanting to be rewarded for it aren’t mutually exclusive.

Imagine if the devs reduced quest XP to 36 per mob and told questers, “Well, if you genuinely enjoy questing, the lack of progression shouldn’t bother you.”

There’d be absolute uproar, and rightly so.

Nobody is asking for dungeon levelling to be superior to questing. We’re asking for comparable progression for comparable time and effort.

The fact I enjoy healing doesn’t mean I should have to sacrifice my progression to do it.

Enjoyment and progression are supposed to go hand in hand. That’s quite literally the point of an RPG.

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Always the low level hidden andys that has a lot to say, probably doesn’t play healer.

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Running the same dungeon over and over shouldnt be compared to questing.
It is like running around killing boars and specifically not questing.

Dungeon progression should be gear not levels.
Same way slapping pork gives you cooking and leatherworking mats but not a lot of levels.

Then you overgear a few supposedly difficult quests on the way to the next dungeon, and continue afk barbie fortnite m+ grindfest and be happy?

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Well that’s a weird statement, cause dungs has always been a way to level, before Spell Cleave etc ruined its reputation, it’s ok, I hope everyone have fun at level 40+ where people or healers will charge you Gold for it, because finding a healer is immposible, because a DPS spec cannot heal much at 40+

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No, it’s not. It’s the same bs as those vague arguments “the game should be fun”. Enjoyment and the fun are completely subjective terms and you can’t make everyone happy.

Funny to hear from someone hidden behind classic character.

How I am hiding behind a classic character, when I only play classic xD?

Then what your fart about low level forum chars is about? You have no armory, I have no armory. Let’s flex our achievements instead? :joy:

I totally understand. And with layering being so bad and every area being crowded, I really want to dungeon level. Open world is ridiculous right now.

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Of course fun is subjective. That’s literally the point we’re making.

You enjoy questing, I enjoy healing dungeons. Neither should be punished with laughable progression for choosing how they enjoy playing.

Nobody is asking the devs to make everyone happy. We’re asking them to stop making one perfectly legitimate way of levelling so unrewarding that people feel forced into another.

If quest XP was gutted tomorrow, would you happily spend three times as long levelling because you supposedly enjoy the process? Or does progression suddenly matter when it’s your preferred playstyle being affected?

And considering how quickly healers get bombarded with invites, clearly there’s a demand for what we do.

I’ve made my point, and I don’t intend to go around in circles arguing over something as simple as player choice. We clearly disagree, and that’s fine. I’ll leave it there.

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you can’t win against these cultists. The devs and their flashy marketing lingo are like holy scriptures for them.

It doesn’t matter how much proof we offer, facts, numbers, statistics. then they default to the usual “this game isn’t for you” “dungeons can be run, go ahead” completely troll and disingenuous.

I can walk 50km to work or drive.

tl dr, dungeon xp nerf is hurting the game and turning people away. And instead of chasing the people away listen to their feedback. I know you all will be gone within a month and are the actual tourists here. " But But you gotta play the way I TELL YOU TO "

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Making some options not superior is not a punishment. Feeling that action is not rewarded properly is also subjective term.

No, you’re asking to make it superior again using fancy words.

As I said before, nobody has taken this choice for you.

People will think about putting you to asylum if you drive 50 km and then demand medals for winning one of major marathons.

You seem to be struggling with the difference between “viable” and “superior”.

I’m not asking for dungeon levelling to outperform questing. I’m asking for both to offer reasonable progression for the time invested. That’s not a difficult distinction.

You keep arguing against a position I haven’t taken, so I think we’ve exhausted this discussion.

I’ll leave you to fight the imaginary argument. I’ve made my point.

No, it’s you struggling with definition of “reasonable”. It’s not reasonable by your opinion and wishes. You feel it’s not rewarding and effective as you WANT IT TO BE. Well, sorry, but it seems that your wishes have contradictions with the vision of game developers.

Yea, this is simply stupid - there was good XP in dungeons for 20 years and it was fine. Why the F they have to nerf it to zero? I would understand, if they nerf dung exp by 10% to test it out, but totally ban more than 1 run per dungeon is just stupid.

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