ChronicleForever forum suggests rethinking XP for dungeon trash
Forever forum suggests rethinking XP for dungeon trash
28.09.2026On the Forever beta, players noticed an imbalance: nearly all dungeon XP comes from quests, trash mobs give almost nothing, and groups already look for ways to skip mobs. A forum poster suggests tying some trash to bosses and giving a reason to run the dungeon a second time.
On the closed Forever beta, players noticed an imbalance: nearly all XP in dungeons comes from quests, and regular mobs give almost nothing. In groups, this turned into a game of "how to skip" — looking for stealth routes, crowd control and skip packs, just to hit less. It's a behavioural signal: the project puts the world above dungeons, but the balance went too far, and trash now feels like a punishment.
One of the players on the official Forever forum suggests two targeted tweaks to bring meaning back to trash without breaking the overall philosophy:
- Some mobs — tied to bosses. Not every pack, but some packs before a boss must be killed, otherwise the boss calls the group back. Smart routes stay, but the incentive to kill nothing at all is removed.
- A reason to run the dungeon again. After the quests, one extra quest opens — clear the bosses a second time. The bonus is modest: it won't turn the dungeon into a farm, but it gives you a reason to help a friend when they ask. After the second run, the bonus ends.
The author stresses: the philosophy isn't being scrapped, the world stays the best place to level. But trash stops being a punishment, and a second run with friends stops being a waste of time.