World of Warcraft: Forever has increased the experience awarded for killing enemies in dungeons by 50%, responding to one of the louder progression complaints surrounding the MMO’s launch. The adjustment targets kill experience specifically, rather than changing dungeon design or removing any of the nine new group activities.
It is a meaningful upward move, but the initial player response indicates that many people do not see it as a full solution. The central concern is not merely that dungeon rewards were reduced; it is that Forever’s dungeon leveling pace still appears substantially lower than the comparable experience players associate with Classic.
That distinction matters because experience gains determine more than a number ticking upward. They shape which activities feel like efficient uses of a player’s time, how readily groups form, and whether dungeon runs remain part of a normal leveling route or become an occasional detour from questing.
What the dungeon XP hotfix changes
The hotfix raises kill experience in dungeons by 50%. Kill experience is XP awarded directly for defeating enemy creatures. It is separate from any XP that may be associated with objectives, such as completing a quest, and the stated change should not be read as a blanket 50% boost to every source of character progression.
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The development team framed the adjustment as a way to make repeat dungeon visits feel better:
“We deployed a hotfix that increased kill experience in dungeons by 50%, so it feels better to go back in for more runs.”
That wording is important. A hotfix is a live update intended to alter a problem quickly, rather than a large scheduled patch with a broad slate of changes. Here, the immediate lever is the XP value attached to dungeon enemies. Players running instances again and again should receive more leveling progress from the combat itself than they did before the fix.
Yet “50% more” can sound much larger in isolation than it is when measured against a higher benchmark. Several community posts have focused on the relative math rather than the headline percentage. If the prior dungeon kill XP had been 25% of a Classic equivalent, multiplying it by 1.5 would produce 37.5% of that equivalent—not a return to parity. That 37.5% figure is a player calculation based on the levels being discussed, not a detailed official comparison table, but it explains why the announcement has not ended the debate.
Why the argument is about leveling routes, not dungeon quality
The complaint is not directed at the existence of dungeons or how Forever’s nine new group activities play. Instead, it concerns the incentives created by the reward structure.
During the beta period, dungeon XP was reduced to steer players toward questing. In game-design terms, that is an attempt to manage a leveling route: the sequence of activities a player chooses while earning enough XP to advance. When one route gives dramatically more progression per unit of time, it can dominate player behavior. Developers may reduce the stronger route’s rewards to ensure that other content, including quests, continues to be played.
There is a recognizable rationale behind that approach. Questing can provide direction, world context and varied objectives, while dungeon-running emphasizes repeatable group combat. If dungeon enemy kills deliver too much experience, players who primarily want fast advancement may feel pushed to repeat instances instead of following quests. A reduction can therefore be intended to preserve choice.
But balance is not simply a matter of preventing one option from being optimal. A route can be numerically weaker and still feel worthwhile; it can also be weakened to the point that its social and practical costs outweigh the reward. Dungeons usually ask players to form a party, coordinate roles and finish a run together. If the XP gained does not justify that effort for enough people, group availability can suffer even for players who prefer dungeons for reasons beyond raw efficiency.
This is why the comparison with Classic has become so persistent. For players familiar with that version’s pacing, Classic is the reference point for what dungeon leveling ought to feel like. Forever’s beta-era reductions created what was described as a major gap, and the latest increase has only narrowed it. Community reactions have variously characterized the revised XP as still around one-third of Classic, while others have questioned whether a 50% increase from the former baseline remains a severe reduction.
A 50% buff is not necessarily a 50% solution
The dispute is a useful example of the difference between a relative increase and an absolute result. A relative increase tells players how much better a value has become compared with its immediate previous state. An absolute comparison asks where the updated number now sits against a different target—in this case, Classic dungeon XP.
Both can be true at once: dungeon kills may be considerably more rewarding than they were before the hotfix, while still being far less rewarding than players expect from an alternative version of the game. The first statement supports the idea that the team has acted on feedback. The second explains why some players remain unconvinced.
It also means the available information does not support a precise claim that Forever’s dungeon XP is now exactly a particular percentage of Classic across every level, enemy or dungeon. The player discussion provides illustrative estimates, but not a complete official breakdown. What is clear is the direction of the concern: players who want dungeons to be a viable leveling activity believe the new value remains too low.
What players are asking Blizzard to reconsider
The feedback so far appears less like a rejection of questing and more like a request for a more credible trade-off between questing and repeated dungeon runs. Players can accept that the two activities serve different purposes while still objecting to one being rewarded at a level that makes it difficult to justify.
For a dungeon-focused player, the practical question is straightforward: does a run produce enough experience to offset the time required to organize and complete it? For a quest-focused player, the question is different: can dungeon players progress enjoyably without making questing irrelevant? The current reaction suggests the hotfix has not yet settled either issue for the community.
- Questing incentive: Lower dungeon XP can make quests the clearer leveling choice, supporting the developers’ stated goal.
- Group-play incentive: Higher dungeon XP can make repeat runs more appealing and help sustain demand for parties.
- Expectation gap: Players comparing Forever directly with Classic are judging not only the boost itself, but the remaining distance after it.
- Communication gap: Without a fuller explanation of the intended XP balance, players are left to infer the target from the numbers they experience.
The last point may be especially significant. The team has communicated that it wants players to return for more dungeon runs, which establishes a clear objective for the hotfix. It has not, in the information available here, set out a specific intended relationship between dungeon XP and questing XP, or an intended relationship with Classic. That leaves room for the community to argue over whether the present numbers are an intermediate step or the desired destination.
Why the response could matter beyond this one hotfix
Forever has reportedly attracted a record number of returning players and achieved the largest concurrent-player launch in the MMO’s history. That makes early reward tuning unusually visible: a large population is simultaneously testing the same leveling choices, comparing notes and rapidly identifying which activities feel rewarding.
The launch has also earned praise from players as a notably smooth one, making the dungeon XP argument a narrower but no less instructive issue. Smooth technical performance and satisfying progression are separate measures. A stable launch can create the best possible conditions for players to spend time in the game; progression balance helps determine what they choose to do once they are there.
More adjustments are possible, but they are not confirmed. The current evidence establishes one completed change—a 50% increase to dungeon kill XP—and a community response that still considers the gap too wide. Any further boost, overhaul or new balance target remains speculation until the team announces it.
For now, the hotfix is best understood as an acknowledgement that the beta-era reductions landed poorly with part of the player base, rather than as a final verdict on dungeon leveling. It improves the return from killing enemies inside instances. Whether it improves that return enough to make dungeons feel like a competitive, enjoyable alternative to questing is the question players are still asking.







