Dungeon Leveling in WoW: Forever
World of Warcraft: Forever players have long debated the role of dungeons in the leveling experience. Some see them as an alternative way to gain levels and a chance to play a tank or healer before reaching the cap, while others want dungeons to feel on par with questing so they don’t feel like they’re wasting time in the open world.
In a recent podcast, Blizzard addressed the discussion and announced modest changes to dungeon experience. The XP earned from defeating monsters in dungeons will be increased slightly, though not to the level it was in the original MMO. Developers say they want Azeroth to remain the “main character” and avoid having players spend their entire leveling journey inside caves.
The shift helps define what WoW: Forever truly is. I, like many, enjoy using dungeons as a break from the questing grind, and while I’m a bit disappointed by the reduced XP, I respect Blizzard’s decision not to revive the old, cave‑centric leveling model. WoW Classic remains available, and it’s fine if Forever takes a different path.
Looking ahead, Blizzard may introduce limited‑time events that encourage dungeon runs. The earlier Season of Discovery experimented with items that altered ability functionality or boosted crafting professions, and some of those SoD items have been kept in Forever, suggesting openness to similar mechanics. Such features could give players a reason to create new characters specifically for dungeons.
It remains unclear how far Blizzard will bend the rules of classic WoW as Forever evolves. While the blue elves are one visible change, it’s uncertain whether the most impactful new systems will affect only max‑level characters. The studio says this won’t be the case, but the game will need to keep everyone engaged without the regular infusion of expansions to shake things up.