Blizzard limits dungeon XP gains in World of Warcraft: Forever

Blizzard said dungeon monster XP in World of Warcraft: Forever will increase slightly but remain below the rate seen in WoW Classic. Senior game designer Josh Greenfield said the team will hold firm on balance changes because making dungeon cleaving the optimal leveling path conflicts with its core pillars. The developers want Azeroth to stay central to the leveling experience rather than having players spend all their time in dungeons.
Blizzard discussed dungeon experience during a podcast, saying monster kills in dungeons will grant somewhat more XP than before, though not as much as WoW Classic. Senior designer Josh Greenfield said this keeps leveling aligned with the team's core pillars.
The debate among players includes whether dungeons should rival questing or give tanks and healers a pre-max-level path. The article also notes WoW Classic remains available, and Season of Discovery introduced experimental items, some of which carried into Forever.
This decision may affect World of Warcraft players who prefer dungeon-focused leveling, potentially shaping how they spend time and socialize in-game. By steering players toward open-world questing, Blizzard could influence group formation, tank/healer demand, and the perceived value of dungeon runs. It may also signal to other live-service games how developers balance player efficiency against designed experiences, though the broader societal effect is likely limited to gaming communities.