Problem: The fastest way to level is to only rush to the end of the dungeon, while skipping almost everything. This also creates unnecessary conflict between people, who wanna play the whole dungeon, and people, who wanna rush leveling.
Solution: Shift the exp away from completion of the dungeon to the bosses instead, so every boss gives a big chunk of experience. Fast leveling is fun, so don’t nerf the exp overall though. Just redistribute the experience. Bonus objectives should also give a lot ot of exp.
This is a very good idea! I’ve always thought that it’s a shame that many groups skip bosses, only to reach and kill the end boss as fast as possible to get the dungeon completion XP bonus.
Here is a secret… Dungeons in classic are slow for XP than questing… Took me longer to hit 70 doing them than vs questing before the extra XP buffs lol.
It’s the lfg bonus people want, and I’m sure you could put it to a vote at the start of every dungeon and see the majority just want to get in and get out and get onto the next one.
If you want full clears / sightseeing I’d suggest finding some like minded people.
RDF is also commonly used to complete quests as well which may require certain bosses / trash mobs (which you usually naturally pull on your way).
Its also a way for ppl to do it for story or just to see it. There are no follower dungeons for every expansion yet (nor do I see why should one be mandated to play with npcs just to run a dungeon as it was designed to be run…).
Its by design a very casual activity and it should be left as such.
Many groups skip because its more efficient, but many of the same ppl very likely see how degenerated this design is (that you get more xp for skipping forward or that you are even allowed to skip forward in many cases where it really does not make sense at all).
To me, it always felt like a bug/oversight.
Also, perhaps you remember Plaguefall from SL?
It used to be almost completely skippable, until it was hotfixed to not to be, because of the drama that ensued with around 70% chance when you got that dungeon in RDF.
simply make that there is no real last boss only that u need to kill all bosses for exp or that every boss is giving same but not last boss all … or maybe even to make that there is no real end of dungeon just just going and ppl can leave when they got bored … and maybe even make some kind of doors betwen dungeons and that u can literally kill all dungeon bosses from all dungeons from 1 run
Up until cataclysm the leveling was an amazing experience and item obtaining was Hype.
Getting a Blue quality in Classic-Tbc-Wotlk and perhaps Cata was a signific boost .
My 53 Hunter is still using some item from early 20 and i didn’t even bother switching them since the scaling is retarded …Aoe everything and in World-content 2-shoot everything .
Right now you only look to reach max lvl to start complain about M+ / delve and the recycle content that we have in the last 3 expansion with Diablo~Seasonal elements.
No, they shouldn’t hard-code the solution. They should simply redistribute the EXP gains, so people play differently by choice. Putting the majority of the EXP behind each boss kill is a smarter solution, especially if bonus-bosses are included.
My suggestion is way better, because it would give a reason to do every boss without feeling forced to. Additionally they should put level 80 and below lvl 80 in separate queues, because they have different goals for every dungeon.
But here’s the thing, I did. I queued up for a (random) dungeon, expecting to do that dungeon - which means at least doing all the non-bonus-objective bosses.
That’s the thing I expect when queing for a dungeon/raid wing with the LFG tool.
Now, if I went into the premade group, that would be an entirely different story. And that’s where you can make your “only wanna do end boss”-groups.
I’m not saying you can’t just do end boss on LFG, but I am saying that if that’s what you expect to happen, then LFG isn’t really the tool for you
Lot of ppl doing it for the coins and even locking their xp to stay the most powerful. Altough it is a problem of scaling also, to solve this the dungeon should not only offer bonus xp after bosses but also a coin/boss.
Would I like it if groups did bonus objective bosses? Yes I would. Do I care enough to insist? No, I don’t.
But OP (seems to be) complains about people not skipping objective bosses, and if you want to do that and others don’t, then you’re the one in the wrong when queing up via LFG, because the expectation ought to be “we’re at least going to do the objective bosses”
The op makes no distinction. Also these dungeons you can’t even skip non bonus objective bosses. Take dire maul gardens, even if you jump you still have to backtrack to the satyr and water ele to get the tree to open the door for you.
People are taking the path of least resistance willingly and nobody’s making a fuss about it in the runs themselves.
I formulated myself very precisely. Instead of saying what “seems” to be true, just read the post first beyond title
I think that answer to “Ellipsis” is very ironic considering that you didn’t understand my suggestion at all…
This conflict is exactly what I try to solve with my suggestion, so both types of players get what they want in the end. Obviously they should also change it so leveling players and 80 characters are in separate queue-pools, unless there are too few people queueing, or unless they are premade.
I understood your suggestion, I didn’t agree with it, which you’d notice if you read what I said in a direct answer to it, rather than quoting an entirely different response that wasn’t directed at you or your original post.
Here’s a more “radical” idea. Make each dungeon have 2 rewards: One for defeating the final boss and one for defeating every boss and enemy. Make the latter give 3x or more exp and rewards than the former.