Order
Invite friends below for Monopoly Go Partners:
event slots: click the + button, then check the entire list ,If you see them, please invite them.

Exclusive For New Registered Users!

Sign Up and Verify Email for Coupon
Select Language and Currency

Country / Region:

United States

Currency:

USD

USD

EUR

GBP

CAD

AUD

RUB

DKK

CHF

NOK

SGD

PLN

SEK

CNY

HKD

MXN

AED

IDR

BRL

CLP

COP

PEN

ARS

MYR

PHP

KRW

THB

JPY

SAR

ZAR

RON

KWD

HUF

UYU

VEF

BHD

ILS

QAR

INR

TRY

NZD

Cart
Total items

Subtotal:

Discount: -

Your cart is empty !

Continue shopping
Surplus Stock:

Repeat Dungeon Runs Just Got More Rewarding in WoW Forever

WoW Forever's November 8 hotfix increases dungeon kill XP by 50%. Here's what changed, how it compares with Classic Era, and whether dungeon grinding is worth it.

Author: Mason Reed Views: 41 Published: Nov 09, 2026 Modified: Nov 09, 2026

Running a dungeon once for its quests and then never returning has been a frustrating part of leveling in World of Warcraft: Forever. That may now be a little harder to justify.

Blizzard deployed a hotfix on November 8 that increases experience from dungeon enemy kills by 50%. Community Manager Kaivax confirmed the change on the official forums, explaining that the goal was to make players feel better about going back for additional runs.

The timing matters. Forever had already received changes to dungeon quest rewards, creature XP, and party experience calculations during beta. The latest increase is another attempt to make repeat runs worthwhile without turning dungeon grinding into the obvious route to level 60.

For players who prefer grouping, need a particular dungeon drop, or simply want a break from competing for open-world quest mobs, this is a meaningful improvement. It does not, however, mean dungeon leveling has suddenly become faster than questing.

WoW Forever Dungeon XP Buff: 50% More XP for Repeat Runs
WoW Forever Dungeon XP Buff: 50% More XP for Repeat Runs

What the November 8 Hotfix Actually Changes

Kaivax's announcement was brief:

"At about 11:05 PST today, we deployed a hotfix that increased kill experience in dungeons by 50%, so it feels better to go back in for more runs."

He ended the post by wishing players luck with their Deviate Hides, a reference to the familiar Wailing Caverns farming objective.

The important phrase is kill experience in dungeons. This is not a blanket 50% increase to every reward associated with an instance.

Mechanic November 8 Hotfix
Experience from dungeon enemy kills Increased by 50%
Dungeon quest XP No change announced
Open-world enemy XP No change announced
Gold rewards No change announced
Item drop rates No change announced
 

For example, if an enemy previously awarded 100 XP, a 50% increase would make that reward 150 XP under otherwise identical conditions. That is simply an illustration of the percentage, not an actual XP value published by Blizzard.

There is another distinction worth keeping in mind: a 50% increase in kill XP does not mean a dungeon run now awards 50% more total experience. Quest turn-ins, group size, enemy levels, travel time, and clear speed all affect how much progress a character makes during a session.

Blizzard has not published a complete post-hotfix XP table for every dungeon and enemy level. Players therefore still need actual in-game results to determine how much an individual run is worth.

Why Dungeon XP Has Been a Point of Debate

The November 8 adjustment makes more sense when viewed against the earlier beta changes.

At the beginning of Forever's testing, Blizzard shifted a substantial portion of dungeon progression away from ordinary enemy kills and toward dungeon quests. The intention was to make completing an instance's quests rewarding without encouraging players to spend their entire journey repeating the same dungeon.

That approach created a noticeable difference between a first clear and subsequent runs. The first visit could include several quest turn-ins alongside the usual enemy kills. Once those quests were completed, players returning for gear or materials had fewer experience rewards to look forward to.

Blizzard then made two important adjustments:

  • October 1: Dungeon quests began awarding 50% less extra experience beyond normal quest values. This reduced the additional bonus, not the entire XP reward from every dungeon quest.

  • October 8: Experience from killing dungeon creatures increased by approximately 20%. Blizzard also fixed a separate party XP bug that had calculated penalties using the highest-level member of the group rather than each player's own level relative to the enemy.

The October 8 correction matters for ordinary groups. Blizzard explained that a lower-level character running with a higher-level friend could previously receive less XP because of the way the party calculation worked. The fix restored the Classic Era approach, where the level adjustment was calculated individually for each party member. There is still a restriction: if a party member is vastly overleveled compared with the enemy, the group will not receive XP from that kill.

The November 8 hotfix adds another 50% increase to dungeon kill XP on top of that earlier work.

This history is important because the new number should not be read as a return to original Classic XP. It is an increase from the values players had immediately before the November 8 hotfix.

Is Dungeon XP Back to Classic Era Levels?

Not according to anything Blizzard has confirmed.

This is one of the most relevant questions in the official discussion. After Kaivax announced the change, a player asked directly how the new rates compare with Classic Era. Another welcomed the increase but said it was still too low.

That reaction reflects the central disagreement around dungeon leveling. Some players want repeat runs to be a comfortable alternative to questing, especially when playing with friends or filling tank and healer roles. Others are more interested in whether dungeon grinding can compete with highly optimized leveling routes.

Blizzard had already addressed the broader design question during beta. On October 8, Senior Game Designer Josh Greenfield explained that dungeon XP would not return to Classic Era levels. The goal was to make dungeon progression feel significantly better while keeping optimized dungeon grinding from becoming the clearly dominant way to reach 60. He said that, with perfect XP-per-hour play, dungeon leveling after the October adjustments would be close to optimal questing speed.

That statement describes the design target at the time of the October adjustment. It is not a new XP-per-hour measurement after the November 8 hotfix.

The official forum response to the latest change was mixed. Some players thanked Blizzard, while others questioned whether the increase went far enough. One reply summed up that frustration in a few words: "Still too low but thanks for moving the needle in the correct direction." Another asked about the Classic Era comparison. These are individual forum reactions, not a survey of the entire player base, but they show why the 50% headline has not settled the argument.

Until Blizzard publishes updated XP values, claims that dungeon kill XP has been restored to Classic levels are premature.

Which Dungeons Make Sense for Repeat Runs?

The hotfix does not create a new official leveling route, but it gives players another reason to consider familiar instances when they are already in the appropriate level range.

Wailing Caverns and Deadmines — roughly levels 17–26

These are natural early dungeon choices for Horde and Alliance characters. Completing available quests on the first run remains important, but additional clears can now provide more kill XP while players look for equipment.

Wailing Caverns also connects directly to Kaivax's Deviate Hides reference. Players collecting hides for the associated quest may need to spend extra time killing creatures in the instance. The XP increase makes those kills more rewarding, but it does not increase the hide drop rate.

Scarlet Monastery — roughly levels 30–46

Scarlet Monastery's four wings provide options across a broad mid-level range: Graveyard, Library, Armory, and Cathedral.

A group should choose its wing based on the levels and capabilities of its members rather than treating Cathedral as the automatic destination. Groups with strong area damage may clear packs quickly, but the hotfix alone does not prove that spellcleave groups now achieve a particular XP-per-hour rate.

Zul'Farrak — roughly levels 44–54

Zul'Farrak is a natural destination for players moving through the mid-40s and early 50s. It offers opportunities to combine enemy kills with equipment hunting and material collection.

The familiar zombie graveyard is one possible reason to return, but whether repeated runs outperform questing depends on the group's clear speed and how much time it spends between pulls.

Maraudon — roughly levels 46–55

Maraudon offers another option for players moving beyond Scarlet Monastery. It can be worth revisiting for particular drops as well as experience, but the value of a run depends on the section being cleared, the group's level, and its pace.

These are general dungeon level ranges, not rankings of the most efficient post-hotfix XP routes. The ranges are drawn from current dungeon guides; Blizzard has not published a list of recommended repeat-farming routes.

Does the Buff Make Dungeon Grinding Better Than Questing?

It makes repeat dungeon runs more attractive. That is not the same as making them universally more efficient.

A group that is already assembled, knows the instance, and can clear it without long breaks has a better chance of making good use of the extra kill XP. Players who need a weapon or armor upgrade can also make progress toward that goal during the same run.

The calculation looks different for a group that spends 15 minutes finding a tank, another stretch traveling to the entrance, and additional time recovering from wipes. Those minutes do not become more productive simply because enemy kills now award more experience.

The October party XP correction also remains relevant. Characters should pay attention to the levels of their group members and the enemies they are fighting. A vastly overleveled party member can still prevent XP from being awarded, as Blizzard explicitly stated in its October notes.

For players who enjoy dungeons, the practical choice is straightforward: complete the available quests, return when there is a useful gear or material objective, and compare the experience gained with the time spent. If the group is moving efficiently, another clear is easier to justify than it was before November 8.

If the only goal is reaching level 60 as quickly as possible, there is still no official evidence that abandoning questing for nonstop dungeon runs is the best strategy.

WoW Forever Gold: What the XP Increase Means for Level 40

There is also a resource-management angle to repeat dungeon runs, particularly for players approaching level 40.

In WoW Forever, Dual Specialization becomes available at level 40 for 50 Gold. Apprentice Riding costs 100 Gold, while the first racial mount is free. That puts the combined cost of both upgrades at 150 Gold before any applicable riding discount. Players with Honored reputation can receive a lower riding-training price.

Dungeon runs can provide opportunities to collect vendor trash, cloth, leather, and equipment that may be useful or sellable. Wailing Caverns players may also collect Deviate Hides while working on the associated quest.

But the distinction is important for anyone planning around WoW Forever Gold: Blizzard's November 8 announcement did not increase Gold drops, vendor values, or material drop rates. More experience from enemy kills does not automatically translate into more Gold per hour.

Players preparing for level 40 should still watch their spending, avoid training every spell they rarely use, and check whether materials are worth selling on the Auction House before vendoring them. Dungeon farming can combine XP with normal loot opportunities, but there is no confirmed number of runs that guarantees enough Gold for both upgrades.

For players who prefer to spend less time managing their in-game budget, WoW Forever Gold remains a separate consideration. It should not be presented as a direct benefit of this XP hotfix.

A Welcome Change, Not a New Leveling Meta

The November 8 hotfix addresses a specific problem: returning to a dungeon after completing its quests now offers more experience from enemy kills.

That is good news for players who enjoy group content, need another attempt at a particular drop, or want to help friends through an instance. It also gives tanks and healers another reason to consider repeat runs rather than treating a dungeon as a one-time stop.

What it does not do is restore Classic Era kill XP, increase Gold rewards, or prove that dungeon grinding is now the fastest route to level 60.

Blizzard has raised the reward for going back in. Whether another run is worth your time still comes down to your group, your level, and what you are trying to get out of the dungeon.

Mason Reed

Mason Reed (View My Posts)

I'm a dedicated gamer with a strong interest in RPG progression, character builds, and endgame challenges. Through my work at EZG, I analyze skill combinations, equipment choices, and combat strategies, turning complicated systems into straightforward advice that players can put into practice.

    WoW Forever

    loadings