ChroniclePlayers discuss rebalancing dungeon XP on the official Forever forum

Players discuss rebalancing dungeon XP on the official Forever forum

Players discuss rebalancing dungeon XP on the official Forever forum

29.09.2026

Two players on the Blizzard forum proposed their own fixes: bring back XP from mob kills with a daily penalty for clearing the same dungeon over and over, or make dungeon quests shareable so you can help a friend or guildmate without losing XP.

World of Warcraft: Forever is still in beta (beta runs 17.09–21.10.2026, release is set for 04.11.2026 23:00 UTC), and players keep bringing up on the official forum what already feels off. The center of attention is dungeon XP: in the current model, almost all the reward is locked in quests, while mobs give very little. After the first clear, with all quests turned in, there's barely a reason to run the same dungeon again — except for rare loot.

Within a single day, two threads with a similar message but different solutions appeared on the forum.

What's being proposed

Thread "Dungeon Exp — Approaching the Problem from a different direction". The author suggests restoring XP for mob kills in dungeons to roughly 70–80% of classic values, with the rest covered by a small boost to quest rewards. On top of that, a hidden daily debuff for repeated clears of the same dungeon: after the first clear, mob XP drops by 50%, and repeated clears of the same dungeon stack the debuff, and after the fifth clear mobs in that instance stop giving XP. Each dungeon has its own debuff — after Scarlet Monastery you can head to Razorfen Downs without penalty if you haven't cleared it that day. The author writes that such a scheme doesn't get in the way of playing with friends and guildmates, but removes the point of grinding the same instance over and over in a single day — which, in their view, is the main channel for boosting and RMT.

Thread "Possible solution to dungeon XP?". The second player sees the problem differently: right now, if you've already run a dungeon and turned in its quests, helping a friend or guildmate who still needs that dungeon means spending time for almost no reward. Their proposal is to let dungeon quests be shared with players who have already completed them. Re-running for a shared quest gives reduced XP (roughly 25–50% of the first reward) and no items. This doesn't solve the problem entirely, but in the author's view makes grouping less punishing.

Why this is being discussed now

Both threads share the same premise: Forever is positioned as a version focused on community and group play, while the current dungeon XP model pushes players in the opposite direction. Once all quests in a dungeon are turned in, going back just for XP makes no sense — and the group that could have formed for a joint run never materializes. Both authors stress that a direct return to vanilla numbers isn't possible — it opens the door to boosting and gold selling, which the current XP model is already designed to counter. So both schemes try to preserve group play while introducing a threshold past which farming one instance over and over stops being worth it.

It's important to understand the scale: at the time both threads appeared, each had gathered only 1–2 replies and stayed without a Blizzard response. This isn't the studio's position or a confirmed change — it's two private suggestions from players, posted publicly on the official forum.

In practice

  • By Forever's launch (04.11.2026 23:00 UTC) none of the discussed changes have been adopted: at release the XP model is the same as in beta now — most of the reward is in quests, mobs give little.
  • Blizzard hasn't officially responded in either thread, and no announcements about a dungeon XP rework at launch have been made.
  • If you have thoughts on the topic, the official forum is where Blizzard sees such suggestions directly; both threads are still open for replies.

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