Day 16 of asking the devs to fix dungeon XP.
Here’s something I find hilarious. 😂
Players will use RestedXP guides to optimize their questing routes and level as FAST as possible, but then criticize dungeon players for wanting meaningful XP because we’re supposedly trying to rush leveling?
Isn’t the entire purpose of RestedXP to optimize leveling efficiency? 🤔
So why is optimizing questing perfectly acceptable, but repeating dungeons we enjoy is suddenly considered “spamming” content?
There’s nothing wrong with either playstyle.
Let questers quest. Let dungeon players dungeon. Stop punishing one playstyle to encourage another.
Bring back meaningful dungeon XP. 🫡
@ClaytonStone @AggrendWoW @QuestTheLine
Day 15 of asking the devs to fix dungeon XP.
If we want to encourage players to actually COMPLETE dungeons, we need to make the entire run rewarding. 😤😤
Right now, we’re incentivizing speedruns, min/maxing, and loot goblins who only care about getting their gear and leaving. Which leaves to an unhealthy play style for dungeons.
Meaningful dungeon XP encourages full clears, replayability, and actually enjoying the content.
Dungeons shouldn’t become a race to the final boss or a one-and-done checklist.
Bring back meaningful dungeon XP. Stop rewarding the rush and start rewarding the experience.
@ClaytonStone @AggrendWoW @QuestTheLine
Day 14 of asking the devs to fix dungeon XP.
People keep saying “dungeons are for gear” or “dungeon quests make up for the XP nerf.”
But doesn’t that just encourage one-and-done dungeons???🤔
Which the devs said they specifically don’t want to happen….
Players hard reserve loot, leave once their gear drops, or rush through just to complete quests.
And once those quests are completed or you’ve gotten the gear you wanted, what’s the incentive to ever run that dungeon again?
Dungeon XP isn’t just about leveling faster. It’s about replayability, encouraging full clears, and keeping group content alive.
We can encourage world exploration without making dungeons unrewarding.
Bring back meaningful dungeon XP. 🥹🥹
@ClaytonStone @AggrendWoW @QuestTheLine
Zinx retweeted
Really unfortunate that Forever will - so far - launch with one-and-done dungeoning incentivized.
Fuck being a Prot Pally. I'll just be Ret since it'll be a total waste of my time doing anything else.
Huge
𝐖𝐈𝐍𝐃𝐅𝐔𝐑𝐘, 𝐁𝐀𝐓𝐓𝐋𝐄 𝐒𝐇𝐎𝐔𝐓 𝐀𝐍𝐃 𝐓𝐑𝐔𝐄𝐒𝐇𝐎𝐓 𝐀𝐔𝐑𝐀 𝐇𝐈𝐓 𝐓𝐇𝐄 𝐖𝐇𝐎𝐋𝐄 𝐑𝐀𝐈𝐃 𝐍𝐎𝐖
The new beta build takes the party buffs raid-wide. Windfury Totem, Strength of Earth, Grace of Air, Flametongue Totem, Battle Shout, Trueshot Aura, Moonkin Aura and Leader of the Pack all reach the entire raid now, Blizzard's words in the build notes, and the new Druid and Hunter tooltips read party or raid members within 45 yards.
Here's why you should care: in vanilla every one of those stopped at your group of five, so raid comp was really group comp. Horde melee got packed into a Windfury group with a Shaman, Hunters got their own group for Trueshot, and if you were the Rogue who didn't fit in the Windfury group you just did less damage all night. The developers called raid-wide buffs an idea with "no promises" on Blizzard's podcast, and it's in.
Two things changed alongside it. Moonkin Aura is spell crit only now and Leader of the Pack is melee and ranged crit only, so a Rogue parked next to the Boomkin loses the crit he was getting, and Grace of Air isn't exclusive with Windfury anymore, so a raid can have both up at once.
So essentially a raid needs one Shaman, one Marksmanship Hunter and one Feral for the buffs and it doesn't matter which group they stand in. I think that's one of the bigger raid changes they've made so far, subject to change like everything in the beta.
👀👀👀
𝐅𝐎𝐑𝐄𝐕𝐄𝐑 𝐁𝐄𝐓𝐀 𝐑𝐄𝐀𝐋𝐌𝐒 𝐆𝐎 𝐃𝐎𝐖𝐍 𝐅𝐎𝐑 𝐀 𝐍𝐄𝐖 𝐁𝐔𝐈𝐋𝐃, 𝐍𝐎 𝐑𝐄𝐓𝐔𝐑𝐍 𝐇𝐎𝐔𝐑 𝐆𝐈𝐕𝐄𝐍
The realms are going dark at 1:15 p.m. PDT, about fifteen minutes after Kaivax posted the notice.
The downtime is for deploying and testing a new build, and it brings "quite a few changes and fixes".
Nobody has said when they're back.
Day 13 of asking the devs to fix dungeon XP.
Well, someone finally brought the receipts for y’all anti-dungeon haters. 📊😂
A player on Reddit tested dungeon XP vs. open-world mob grinding in WoW Forever.
Blackfathom Deeps: 6,620 XP/hr
Open-world mob grinding: 15,780 XP/hr
That’s 2.38x MORE XP from killing mobs outside. Not questing, just straight-up grinding mobs.
And that’s WITHOUT counting the time it takes to find a group as well as waiting for the group to be at the dungeon. Include that, and the gap grows to over 3x. (Random estimates but ya)
So remind me again why dungeon XP needed to be nerfed this heavily??? 🤔
Nobody is asking for dungeons to replace the open world. We’re asking for BOTH to be rewarding.
When solo grinding mobs is this much more efficient than running a dungeon with four other players, something needs to change.
At this rate, dungeons will continue to be 1 and done and have 0 incentive to go back.
Revert dungeon XP. Stop punishing group content.
Credit to u/PigeonParkour for the testing:
reddit.com/r/classicwow/s/6N…
@ClaytonStone @AggrendWoW @QuestTheLine
Congrats. Yall just killed your own game. Nobody new is going to give this a show now 🫡
We've got some important news to share about RuneScape Reignited.
Check out the video to learn more, and for additional information, visit our blog: rs.game/ReignitedUpdate
An Update on RuneScape Reignited
We've got some important news to share about RuneScape Reignited.

























