ChronicleForever forum suggests rethinking XP for dungeon trash

Forever forum suggests rethinking XP for dungeon trash

Forever forum suggests rethinking XP for dungeon trash

28.09.2026

On 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.

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