News explained · Dungeons
What the dungeon XP cut actually changed
The dungeon quest XP reduction explained with worked examples, the first-run versus repeat-run tradeoff, and the context behind Blizzard's leveling changes.
Coverage: · Later update: 8 Oct 2026

Explains the October 1 quest adjustment covered in our October 2 episode, with a separately dated October 8 update below.
What did Blizzard reduce?
The October 1 Forever beta update reduced dungeon quest experience, but the widely repeated 50% figure describes only part of the reward. Blizzard halved the extra experience added above normal quest values. It did not announce that every experience source inside a dungeon would pay half as much.
That distinction matters when deciding whether to gather a group. A dungeon visit can combine creature kills, one-time quest rewards, loot and progress toward another objective. Reducing one component changes the value of a visit without describing all the others. The same development notes also said certain quest rewards had been recalibrated, so individual quests should be checked rather than assigned one universal percentage.
Sources: October 1 development notes: quests, world fixes and dungeon access
Half the bonus is not half the total
Imagine a quest with 100 normal experience and another 100 as its dungeon bonus. Before the bonus adjustment it awards 200. Halving the bonus leaves 100 normal plus 50 extra, or 150 in total. In that illustrative case, the final reward falls by 25%, even though the bonus has fallen by 50%.
Change the size of the original bonus and the total reduction changes too. With 100 normal and 50 extra, the reward moves from 150 to 125: a reduction of about 16.7%. With 100 normal and 200 extra, it moves from 300 to 200: about 33.3%. These examples explain the rule; none is a measured reward for a named quest.
The general calculation is normal reward plus half the previous extra reward. It applies to the bonus adjustment on its own, holding the normal component constant. Because Blizzard separately mentioned recalibration of particular rewards, it would be too strong to promise that every quest's baseline stayed numerically identical across the update.
HALF THE BONUS ≠ HALF THE TOTAL
Try a different base and bonus
Illustration of halving the bonus. Separate reward recalibration is not included.
Only the bonus is halved. The total reduction depends on the split between normal and bonus XP. These are illustrations, not measured quest rewards.
| Normal + previous bonus | Previous total | After halving bonus | Total reduction |
|---|---|---|---|
| 100 + 50 | 150 | 125 | 16.7% |
| 100 + 100 | 200 | 150 | 25% |
| 100 + 200 | 300 | 200 | 33.3% |
Sources: October 1 development notes: quests, world fixes and dungeon access
Creature kills are a separate part of the run
The October 1 development notes did not list a change to dungeon creature experience. That is the precise claim supported by the changelog. It is different from measuring every creature before and after the patch and proving that no server-side value moved.
For planning purposes, keep the two streams separate. Quest experience arrives when you complete eligible objectives and turn them in. Creature experience arrives from the enemies you kill. Once those one-time quests are finished, a repeat visit no longer includes their completion rewards. Its leveling value therefore depends much more on kills, time spent forming the group and time spent travelling.
A headline about quest rewards cannot establish the experience per hour of every group composition or route. Our episode did not run a controlled comparison of all leveling methods. A run with quests has rewards a repeat run without them lacks; that does not automatically make it the fastest available way to level.
QUEST TURN-INS AND CREATURE KILLS
Extra experience above normal quest values is halved.
No change listed in these development notes.
A changelog statement is not a measured XP-per-hour result.
Sources: October 1 development notes: quests, world fixes and dungeon access
Why the first visit mattered to Blizzard's plan
Before the beta opened, Blizzard described a model with substantially reduced dungeon creature experience and substantially increased dungeon quest rewards. In its September interview with The Sun, the team tied that approach to keeping players active in the open world. A first visit with quests could be rewarding without making repeated instance farming the automatic answer to leveling.
The developers also shared beta leveling figures on the September 24 podcast: an average of 20.4 hours to level 20 in Classic Era and 20.5 hours in Forever. Those numbers belong to that earlier discussion. They are not a post-October 1 test of the quest reduction, and they do not predict the time an individual player will take.
The October update reduced the quest side of the original approach. That explains why the reaction was not just about one turn-in number. Players were debating how much group content should contribute to leveling, and what incentive remains after the initial quest-filled visit.
AVERAGE TIME TO LEVEL 20
Developer-shared averages before the October 1 reduction; not a forecast or a post-change test.
Sources: September 13 interview with Blizzard about leveling design · Official Podcast Episode 1: average leveling times
Why tanks, healers and repeat groups entered the argument
A recurring criticism in the discussion concerned tanks and healers. Group content lets those roles level through the activity they chose their character to perform. If solo damage questing is heavily favored, a player who enjoys healing or tanking may feel pushed away from that role. That is a player argument about the leveling experience, not evidence that every tank or healer shares one opinion.
Another concern was helping friends after finishing your own quests. The group may still want a specific drop, or a friend may need their first clear, but one-time experience rewards no longer provide the same incentive for everyone to return. Similar concerns apply to alts joining after the busiest launch period. Whether those concerns produce a real shortage needs participation data; selected comments alone cannot prove it.
Supporters of the change pointed to the opposite problem: fixed dungeon-farming groups, paid boosts and classes excluded from preferred cleave compositions. A middle position also appeared in the discussion: reduce the quest spike but improve creature experience enough that returning still feels worthwhile. Those are competing preferences about the game, rather than a single community verdict.
Sources: Player discussion about dungeon experience; opinions, not measured results
The surrounding update also changed the world outside
The same update increased respawn rates for many creatures and objects in Hillsbrad Foothills, Ashenvale, Wetlands, Duskwood and Thousand Needles. It also addressed escort quests that could not start when a quest log contained 25 or more quests. These changes matter to the wider leveling experience, but they do not translate into one known amount of time saved for every player.
Dungeon farming also came up in a separate class discussion. On the October 1 podcast, a developer connected Mage changes, including Blizzard and Cone of Cold, to limiting large-scale Frost Mage dungeon kiting, a method also used by gold bots. That explains the intent of the Mage tuning. It should not be substituted for Blizzard's stated leveling-feedback explanation of the quest bonus reduction.
The October 1 notes listed Excavation Site at levels 26–31, Razorfen Downs from 25 and Uldaman from 30. Those were beta access details at the time of the episode. City of Dalaran was still described as a future beta addition then; an old video is not the right place to read today's dungeon availability. The dungeon atlas provides the connected guide pages.
Sources: October 1 development notes: quests, world fixes and dungeon access · Official Podcast Episode 2: Mage dungeon kiting discussion · October 1 developer clarification about Dalaran
October 8 update: dungeon creature XP increased
A later update changed the creature side of the calculation. The October 8 development notes announced approximately 20% more experience from killing creatures in dungeons. They also described a separate fix to experience penalties when partying with higher-level players against lower-level enemies.
The 20% increase applies to dungeon creature kills, while the October 1 reduction applied to the extra quest bonus. They cannot be added together into one universal net percentage for a run: the result depends on how much of that run's reward comes from each component. This update came after the video, so the video and this dated addition cover different snapshots.
Sources: October 8 development notes: approximately 20% more dungeon creature XP
How to use this when planning your next run
Start by deciding what the group wants: quest completion, a particular item, a route through new content, or repeat experience. Check the quests before travelling, including their minimum level, prerequisites and pickup location. A first visit without the available quests is a different reward calculation from the visit the quest-focused design was built around.
Then look at the relevant dungeon's bosses and loot. An item upgrade or helping a friend can make a repeat visit worthwhile even when its experience is lower. If you are comparing leveling speed, include forming the group, reaching the entrance, clearing and turning in quests. Compare the whole activity instead of multiplying one quest percentage across the entire dungeon.
Use the quest directory to prepare objectives, and the dungeon guide to keep entrances, encounters and item sources together. The useful question is what this visit gives your character and group, with the rewards and date clearly identified.
Sources: October 1 development notes: quests, world fixes and dungeon access
WATCH THE EPISODE
Dungeon XP Nerf: Are Dungeons Still Worth It in WoW Forever?

Dungeon XP Nerf: Are Dungeons Still Worth It in WoW Forever?
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Sources & further reading
Episode reporting, original gameplay and the source material behind this article. Coverage dates distinguish older announcements from later updates.
- October 1 development notes: quests, world fixes and dungeon access ↗
- October 8 development notes: approximately 20% more dungeon creature XP ↗
- September 13 interview with Blizzard about leveling design ↗
- Official Podcast Episode 1: average leveling times ↗
- Official Podcast Episode 2: Mage dungeon kiting discussion ↗
- October 1 developer clarification about Dalaran ↗
- Player discussion about dungeon experience; opinions, not measured results ↗
Written by WoW Forever Tavern. Game names, artwork and footage © Blizzard Entertainment.


