Please create more ways to gain XP

Hello. I’ve recently returned from a longer break from the game, and decided to start fresh on a new server. I am currently in the throes of leveling, sitting on level 45. Having taken a break, played other games and now returned, I would like to ask you Blizzard, why are there only 2 effective ways of leveling?

My Problems

On one hand, you have questing, however I personally feel that questing has become worse than ever, primarily because of one feature: War mode. My gripes with War mode is partially due to sharding, and the imbalance between factions, I play Alliance, which aren’t in the best spot player wise.

War mode was supposed to bring a bit of sensible danger to the world when you’re out questing, you meet players from the other faction who can, if they want, pick a fight with you, and you should also be running into players of your own factions, that’s what sharding is supposed to do, it’s supposed to help balance out player count between the factions. For all intents and purposes though, this is, from my personal experience -Not- how it works.

9 out of 10 people I see are definitely horde players. And the vast majority of these people are between the levels 110-120. I have absolutely zero chance of fighting these players fairly, and it always ends in 1 of 3 ways. They either ignore, never happens. They kill me once and move on, happens mostly. They kill me and start hard camping my corpse, rare but occasionally happens.

The few times I have run into players of my own level have been scarce, and though they’ve been fun little skirmishes, I never felt like my leveling experience was halted in a frustrating way. Sure I may lose cause I suck at PvP, but that’s what I signed up for. I did not, however, sign up for the cesspool of being sharded 10:1 against max level horde players.

Sharding has its purpose, but in its current state, it serves the high level gankers who seek more pleasure in other players misfortune than playing than game, more than the average player. And I would like to see some heavy changes to the system that puts in some level ranges, or scrap it all together in certain level brackets, because as a feature that should promote a fun, warlike experience, it fails on both ends.

Now, you might say I can just turn war mode off. While this is true at a technical level, it is a choice that is far more difficult to make, because of the war mode bonus. On Alliance side, the bonus currently sits on 20%. That’s a 20% Experience boost, it is significant, and will cut down your time grinding out by a huge margin in the long run.

You are essentially not met with the question and solution of: “Do you not like to get ganked? Turn War mode off, easy.” You are met with the question; “Do you not like to get ganked? Then go grind even longer.” Your choice is between frustrating gameplay, and frustrating grinds.

Of course, if you do not want to opt into this at all, you have one other reasonable choice, and that is dungeon spamming. Of course, if you’re a pure DPS class, then you’re already screwed, but for those playing tank or healer, it is definitely an easy path to get onto.

Queues are fast, dungeons are easy, and though it does occasionally pit you with potatoes, you know what you’re getting into, it’s part of the experience. What it is though, is yet another boring grind. It’s fine for the first few alts, especially tanks and healers. But grinding dungeons from level 15-110 is an experience that also happens to become grindy to frustrating levels.

Those are the 2 only reasonable ways of leveling in WoW at this moment. Pet battling and Battlegrounds aren’t exactly a stable, effective way of gaining levels, and I do not wish to make them part of this essay.

The game is old. It’s been 15 years, and the leveling itself has hardly changed since. You can dial experience all you want, change the difficulty all you want, it’s still the same as it was 15 years ago. There’s been no big improvements or changes, other than the introduction of Group Finder and placement of quest NPCs inside of dungeons.

I beseech you Blizzard, please invest some time and effort into more, interesting ways of gaining experience in World of Warcraft. I am going to list some ideas and features I have seen in other games, because I think they could create improvements to the game overall, and maybe spark some more enthusiasm for players to level again, and make the experience overall more pleasant for newcomers.

Ideas and Features

1 - Expanding the daily dungeon system

At max level, you have a daily reward for doing a random heroic dungeon. Why not expand on this feature and create some more dynamics surrounding it? With grouped level sync, I see so many opportunities to create a reward system around high level players doing dungeons with low level players, and a chance for some fun story telling.

For the reward system. Create several new types of queues, instead of just normal / heroic.

Leveling Queue:” The primary queue for players who are spamming dungeons to level up, and accessible for players at max level. Let it work similarly to how it does now when you’re below the previous expansion, but give it a daily reward system for players in the current expansion, with rewards enticing enough to make players do it.

To promote a more welcoming atmosphere, it would also be an idea to introduce a system that detects new accounts that do not have dungeon achievements. When a player is doing their first run, let it be announced to the group that there’s a new player and increase the rewards for the dungeon.

Make it good thing for experienced players to see new people in their dungeon, and they won’t annoyed or angry that “noobs” are slowing them down. At least it’ll create an incentive to welcome new players more than the system currently does.

Boss Queues:” Make a selection of bosses from raids, scale them to 5 man fights and allow players to randomly queue for them. Give low level players a daily bonus to Experience and give high level players a daily reward of their own, just like “Leveling.” Let the fights be a bit challenging too, do not let it become an AFK clown fiesta like LFR. Use low level dungeons and bosses as tools to teach new players.

More types of queues could be added, but those two are the main ones I would personally like to see the most. If you don’t want the max level rewards to act as another influx of gold, then my solution would be to create a neutral faction that surrounds the idea of timewalking, because that is essentially the system that would be in use in terms of a plot point.

The best example I would give, is the fight between the Bronze and Infinite dragonflight. The daily rewards could surround tokens you can trade for various cosmetics and mounts with the Bronze Dragonflight, and also spark some more life into professions with cosmetic recipes.

It’s a chance to have fun with fun encounters too through the use of the infinite dragonflight corrupting bosses and dungeons, a little like the seasonal mythic + affixes.

2- Weekly Challenges

Create a weekly challenge / achievement system that rewards players extra for doing a set amount of activities they normally do. Do X amount of dungeons for bonus rewards, such as XP, Gold, Tokens, Reputation etcetera. Do X amount of (world)quests, dungeons through the Dungeon Finder, arenas, battlegrounds, kill x amount of mobs at your own level. A bunch of small, yet significant, extra rewards every week you get from playing the game.

Those would be my personal base editions to the game. I know this is mostly a rant and an essay, and I’ll go back to leveling regardless of what happens, but no matter how I look at it, I feel the need to raise my opinion on this, because the game could use some modernization that is 1: Not fueled by gambling, 2: Class butchering, I’m level 45, my hotbars look fairly empty, and all I really see in my spell book and talents moving forward, are mostly situational utility or passives, and 3: Eternal grinds.

What are your thoughts on the matter? What are your opinions? What would you add / Change in the core systems of the game? Of the genre at a whole?

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Ways to gain XP:

Questing
Killing mobs/Dungeons
Exploring zones
Gathering herb or mining nodes
PVP
Pet battles

Try doing halls of reflection with spuds who don’t know how to do the dungeon, then say that.

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SWTOR has this kind of system they call “conquest” were every week there is selection of activities and tasks that you can do to gain rewards for your character and also for guild. These tasks and their locations change every week and they are selection of everything from doing OPS (raids), flashpoints (dungeons), pvp, daily quests in certain areas or just killing certain npcs. It is nice, because it gives extra things to do and brings players to do all kinds of content from old to newer stuff.

Wow could definately use similar system, where doing those activities would give xp and rewards for levelers and just rewards for max levels.

The whole “Doing X dungeon with potatoes” argument kinda falls flat as it’s a situational thing. Third boss in Ragefire chasm would be hard to heal if the whole party stacked up and ate his AoE.

Halls of Reflection is great because it has some difficulty to it though, I love that.

I’m not going to call my team spuds but I was surprised at a few wipes my group had in a TBC dungeon earlier this week. The tank didn’t quite seem to be able to stay alive and the healer killed himself standing in stuff.

I agree, a similar system would be great. WoW kinda lacks these extra features that are just built into the core game. Every expansion they try to create the new “Big” thing. But in that process they’ve kinda been neglecting the core of the game

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They could certainly do something like that incorporating the new party sync system.

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Let’s be honest though, the game doesn’t exactly do a great job at teaching new players mechanics throughout the leveling experience. Final Fantasy 14 did a great job at this in my opinion. Everything is telegraphed, and you quickly learn if you stand in stuff, you die.

The tank was a DK so probably barely out of the starting area and the healer was tunnelling healing and not noticing. It happens.

The early TBC dungeons are kind of brutal too though. Ramparts has a lot of “Mortal Wound” mechanics, which isn’t really a thing in dungeons anywhere else. It is legit tough to heal at some points, 'specially if the tank over pulls.

In my dream wow they would remove the world scaling but add party sync style character scaling that player can turn on and choose level to be adjusted themselves. Party sync is great if you got lowbie who to tag with but problem is you don’t always have one. Would be nice to be able to go level my higher level “levelers” doing my favourite questlines on lower level areas. Espacially 111-119 ones, cause BFA leveling really gets boring after a while. Bigger the quest pool to choose from, less boring things get.

Yeah I think that was a better system too. But what do we know :wink:

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I personally really enjoy the bonus events from WoD and Legion during leveling. They give great chunks of XP. More of these bonus events should be scattered around the world for leveling purposes.

Also Blackrock Caverns, can’t seem to get a group that doesn’t wipe at least once, specially because many seem to not know / forgot how to 3rd boss.

Edit: this isn’t to call anyone bad, of course people won’t know how to do it if they didn’t experience it before nor someone explained it to them. But when most dungeons are ‘‘ez’’ and then there’s this one that is not this is what happens.

So your healer transended being a spud and went full roast potato then?

I was on a hunter, if it was my healing they were relying on, they were all doomed to die!!!

Karsh, in my opinion, is a little bit overtuned in terms of damage when you consider how quickly the lava stream procs on him. The mechanic is cool, and I personally adore when the environment is used in boss fights, which is something I really want Blizzard to explore more.

But that’s another thing yeah. When 90% of the dungeons are laughably easy and you have that one dungeon / boss it really speaks volumes about the game and its difficulty curve.

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Yea he certainly cannot stay for a bit longer than supposed or he wipes the group.
But as you said, it is a cool mechanism they should invest on instead of the usual ‘‘avoid that circle on the ground that the boss spawns’’.

Aye, you can do some really cool stuff with bosses and mechanics if you really try, all it takes is a bit of imagination and effort. There’s a Boss in Final Fantasy 14 that’s a 3 by 3 rubix cube, and the floor you stand on is a 3 by 3 grid, and its mechanics depend on how the cube changes, it’s pretty cool.

For me the biggest challenge in leveling is how to avoid Pandaria, but be efficient.

Old lowbie Arena and new Party Synq help me quite a lot.
If I can completely avoid the whole expansion it’s an evidence enough to me that there are enough alternative ways to get xp