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Guide · Leveling

Leveling pace, blue gear and your first dungeon

Blizzard's September 24 response separated leveling pace from early loot progression. Understand the reported averages, dungeon repeat runs and the plan for fewer blue quest rewards.

Coverage:

Original Forever Tavern episode artwork
From the Tavern · 25 Sept 2026

Two complaints needed two different answers

Early Forever beta discussion often put two frustrations together: characters seemed to level too quickly, and dungeon quests handed out too many blue rewards. In the first official podcast on September 24, Blizzard pushed back on the pace claim using its own averages while agreeing that early gear progression needed work.

The distinction matters because a satisfying leveling journey depends on more than time played. A character can take roughly as long to reach level 20 while experiencing a different rhythm of quest turn-ins, item upgrades and repeat dungeon runs. The September 25 episode behind this guide examined those separate experiences.

This is a dated explanation of that discussion. Later dungeon XP and itemization changes belong to later reports. Reading the September figures as a permanent promise for every subsequent beta build would erase the sequence of updates that followed.

What 20.4 hours versus 20.5 hours tells us

Blizzard reported an average time to level 20 of 20.4 hours in Classic Era and 20.5 hours in Forever. Those figures were nearly identical. They were the team's response to the claim that the average early journey had become dramatically shorter.

The podcast did not supply a full methodology for that comparison. It did not establish the exact population, a class-by-class breakdown or the distribution around the average in the material used for our episode. A reported mean is useful context without describing every individual's route.

Most importantly, time to a level is not a direct measurement of combat difficulty. Travel, choosing quests, waiting for a group and handling turn-ins all contribute to played time. The figures cannot by themselves prove that enemies hit equally hard, that pulling several mobs is equally risky, or that every class feels the same as Era.

Blizzard-reported averages · September 24

Average time to level 20 was close

20.4 hClassic Era
20.5 hForever

Reported average leveling time, not a combat-difficulty test, speedrun target or full published methodology.

Why a dungeon can feel like a sudden jump

Forever had moved a substantial part of dungeon experience from creature kills to quests. On the podcast, a host described entering Ruins of Lordaeron around level 17.5 and leaving around 19.5. That was an individual account of a rewarding visit, not a repeatable benchmark for every group.

One-time quest rewards create visible bursts of progress. A run with several objectives completed can feel very different from a later visit with the same enemies and no equivalent bundle of turn-ins. The total journey may remain similar while the memorable moment becomes the dungeon exit and its rewards.

Blizzard explained that it wanted players in the world and wanted each dungeon's quests to feel worth doing. Repeat dungeon grinding being less efficient than other options was part of that intent. That explains the direction; it does not settle how generous the second run should feel to a tank, healer or friend coming back to help.

The social question the average does not answer

Players raised a specific concern on the forums: if most of a dungeon's reward is paid once, the efficient answer to a friend needing another run can become that you have already done the quests. That is a different criticism from saying the whole game takes too little time.

Tanks and healers also asked about routes that reward their preferred group roles. A system can make a dungeon technically viable for leveling without making it the most efficient option. Those distinctions are important when describing player reactions: a complaint about the incentive to repeat content is not automatically a demand for instant leveling.

For a group planning its first visit, the practical lesson is to collect the relevant quests before entering and compare objectives together. A later repeat can still have reasons beyond experience, including loot or helping someone finish. The September discussion did not guarantee an equivalent XP payout every time.

Why Blizzard wanted fewer blue quest rewards

Lead Classic Designer Tim Jones described an intended progression from white equipment to greens around level 10 and blues around level 20. His example of the problem was players finishing a Hall of Thanes run loaded with blue quest rewards before they had much time to appreciate green upgrades.

The proposed response had several parts. Some quests could lose an item reward and retain experience and gold, while some rewards could move to other quests. Designer Zirene described lowering dungeon quest rewards to green except for the final or capstone quest and revisiting some item stats.

Rarity, power and the number of guaranteed rewards are different adjustments. Recoloring an item affects how rare it looks; changing stats affects its usefulness; moving rewards changes how many upgrades a single run supplies. The developers discussed more than one lever, so describing the whole plan as only a color change misses part of it.

AdjustmentWhat changesWhy a player notices
RaritySome blue quest rewards become green.The first rare item can feel more distinctive.
DistributionRewards move or some quests retain only XP and gold.One visit supplies fewer guaranteed item upgrades.
StatsSome gear receives further tuning.The actual usefulness can change, not just its name color.

Caster power and the difference between a plan and a patch

Casters raised an important complication: Blizzard also said spell abilities had been adjusted around the spell power available on gear. Reducing the gear could therefore change the experience beyond the color of the reward. That concern was a reason to inspect actual item and spell changes together, rather than assume every weaker item would automatically receive a matching spell buff.

The September 24 notes said a number of quest rewards had been corrected to the right item level and a small number of early caster rewards adjusted. They did not list the complete item-by-item scope of the broader plan. Our episode therefore separated what the developers intended from what those notes established as changed.

The useful reading is that Blizzard defended its reported average pace while revisiting early reward progression. Whether combat feels satisfying, whether repeat visits pay enough and whether a green item is a meaningful upgrade remain separate questions. Use the later dungeon XP report and current item records for follow-up changes instead of treating this September discussion as the final ruleset.

WATCH THE EPISODE

WoW Forever Leveling Too Fast? Blizzard's Data Says No (But Blues Are Changing)

WoW Forever Leveling Too Fast? Blizzard's Data Says No (But Blues Are Changing)

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Keep exploring

Collect dungeon quests before a run ↗Compare item rarity, requirements and stats ↗Read the later dungeon XP changes ↗Hall of Thanes encounters and rewards ↗

Sources & further reading

Episode reporting, original gameplay and the source material behind this article. Coverage dates distinguish older announcements from later updates.

  1. Official Forever Podcast Episode 1, September 24 ↗
  2. Zirene: dungeon quest reward rarity and itemization plan ↗
  3. Player feedback on repeat runs and helping friends ↗
  4. Our episode: leveling pace and early blue gear ↗

Written by WoW Forever Tavern. Game names, artwork and footage © Blizzard Entertainment.