WoW News

Buffs to Dungeon Experience Coming in WoW: Forever

Blizzard is increasing the amount of dungeon experience from kills in WoW: Forever so that the optimal leveling rates in dungeons will be close to the optimal questing speed.

WoW: Forever Podcast - Ep. 3

During the 3rd episode of the WoW: Forever Podcast, Blizzard talks about dungeon experience, which has been a very controversial topic in the community. Rowan Ryder, Senior Game Designer, who works on the encounter team, talks about how the team has been following the Dungeon discussion and they want to remind players that this is a Beta and it's being actively tuned.

He goes on to discuss the overall philosophy of dungeon runs in WoW: Forever, and how they don't necessarily want dungeons to be one-and-done, but dungeons shouldn't be the most optimal way of playing.

Rowan RyderPhilosophically, the goal for how many times you should run a dungeon, we don't necessarily want you to run it once and be done with it, and I think that's where we landed in the last iteration. We don't want to say, " This dungeon is a one-and-done experience," and maybe we're saying that because we make dungeons, but we want people in there. We love dungeons, we spend a lot of time making them and playing them and we want to make sure that people can repeat it. We will continue to tweak it and we will continue to keep an eye on feedback, but importantly, just grinding dungeons isn't the optimal way to play. We want to make sure there is a reason to go into the outside world, there's a reason to hang out with different people, do different things, have different experiences, but that shouldn't come at the cost of dungeons feeling unrewarding or unexciting to play.

After this, Josh Greenfield announces that dungeon experience from kills is being increased by 20%. This will help incentivize players to run dungeons more than once, while making sure that optimal play isn't just spamming dungeons. Josh Greenfield then expanded on this on Twitter, noting a bug fix with experience in dungeons, which should feel significantly better now.

He mentions that with perfect xp/hr play, the leveling rates in dungeons will be very close, if not equal to the speed you can level with optimal questing.

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