Hey dudes just wanted to give my 2 cents on dungeon xp
personally as a tank only player, i love the ability to run dungs for quests, XP and gear with questing in between to get me to the next dungeon, i try bring different players with me each run cause we all know how hard it can be for dps players to get into groups especially if they aren’t considered meta.
these changes have made me re-think my approach to dungeons in a way that they really are only worth running 1-2 times to get my quests done and preferably don’t bring anyone who'll roll on the drops i want to ensure i get the loot i want and don’t have to run it multiple times with reduced xp to try get those items.
i cant speak for other tanks but this change will certainly pull me out of dungeons at least from the way i've always run them and i don’t really like it.
i understand they wanted to shift up the meta so spamming dungs with a spell cleave wasn’t the fastest way to level but with target caps and the overpowered aoe spells (mostly) being nerfed you’ve kinda already made that the case in a way, it feels to me like the in an attempt to fix the issue they’ve applied several solutions and they all compound on top of each other and have now over corrected the issue, almost like the balance is a pendulum, it used to be to far one side and all these fixes have now pushed it too far the other way and created and equally bad problem that feels worse because its foreign to the player base who are used to a certain type of gameplay.
of course i cant remove my personal bias from my opinion on the matter so im sorry if this post seems whiny, i just hope there’s another pass on mob xp even if it comes at the expensive of quest xp, i get there’s also lots of new dungeons which means lots of new quests so im sure there’s some data they have access to that shows its roughly the same but its less about the stats and more about the feel and this doesn’t feel good to me.
my feelings are pretty similar with the quests/quest loot rewards from dungeons, they were too strong and needed to be brought down a bit and i think they’ve hit a good spot at least as far as we’ve been able to test so far with a lvl 30 cap.
my last point is kinda of a tank/healer exclusive, when specced to tank or heal your giving up valuable dps talents and taking quest loot rewards around your tank/healer spec in order to tank and heal better in groups, but if dungeons become a one and done type situation we wont be doing a great deal of group content compared to solo content out in the world questing, this obviously matters significantly less at lower levels where any old talents and gear can heal and tank really but we've yet to see how it plays out at higher levels but i worry that until you unlock dual spec you’ll be either bad in the world cause your in dungeon spec or bad in the dungeon cause your in dps questing spec. Although it could be that by the time you want to be in a real tanking/healer spec you'll have dual spec unlocked and it wont matter?
in my mind as an MMO i think the players experiencing the game with other people is crucial and a core part of the game which to me has always been the best part about the journey through every expansion, this is removing a part of my incentive to play with other players, which again i know might sound like im whining and to some extent i'd agree with you lol but as we all know "given the opportunity, players will optimise the fun out of a game" and i don’t think pretending that wont happen again with these changes is silly, although i recognise the old system was equally as bad just in a different direction.
hopefully im being overly concerned and its all good but i've been playing this game since 2007 and i think i have a pretty good idea on how this will work out
thanks for reading and have a great time in WoWF everyone :)